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ISSUE 324 OCTOBER 2004 


orason 



VOL. XXIX NUMBER 5 

CONTENTS 


paizo.com /dragon 


Publisher. Lisa Stevens 
Editor-m-CHief: Matthew Sernett 
Senior Art Director: Sean Clcnn 

Assistant Editors: Mike McArtor and F Wesley Schneider 
Graphic Design Sarah Robinson and Mike Schley 

Advertising Director Rob Stewart 
Director of Prod. & Manufacturing Matt Beals 
Prepress Manager Kelly O'Brien 
Circulation Manager: Keith Strohm 

CONTRIBUTING ARTISTS 

Peter Borgting. Tom Fowler. Andrew Hou. John Kovalic, 
Mike May. |eff Laubenstcin. Tony Moseley. Noi Sackda. 
Marc Sasso, Rob Thomas. Aaron Williams 


CONTRIBUTING AUTHORS 

Keith Baker. Rich Burlew, Joshua Cole, Andy Collins. Scott 
Fitzgerald Gray. Robert J Hahn. James Jacobs, Paul Leach. 
Mike McArtor. Mike Mearls. Richard Pocklington, Ian 
Richards. F. Wesley Schneider. Nick Simmonds. Tracy Taylor 

PAIZO PUBLISHING. LLC 

2700 Richards Road, Suite 201 
Bellevue. WA 98005 4200 


Chief Executive Officer 
Lisa Stevens 
Technical Director 
Vic Wertz 

Corporate Accountant 
Dave Erickson 


Vice President 
Keith Strohm 
Director of Marketing 
Jenny Bendcl 
Operations Manager 
Jeff Alvarez 


Dragon* (USPS 318-790) is published monthly by Paizo 
Publishing. LLC. 2700 Richards Road, Suite 201 Bellevue. 

WA 9800S 4200. United States of America. (ISSN# 1062 
2101) Periodicals Postage Paid at Bellevue. WA. and at addi¬ 
tional mailing offices. 

No part of this magazine may be reproduced (except for 
review purposes) without the prior written consent of the 
publisher. Material published herein does not necessarily 
reflect the opinions of Paizo Publishing, LLC. its employees, 
or its editorial staff, who arc not liable for opinions expressed 
herein. Most product names are trademarks owned by the 
companies that publish those products. Use of the name 
of any product without mention of trademark status should 
not be construed as a challenge to such status. Trademarks 
related to the Dungeons & Dragons brand, including 
Dragon. Dungion. and D&D arc trademarks of Wizards of 
the Coast, Inc. and are used under license from Wizards of 
the Coast. Inc., a division of Hasbro. Inc. 


POSTMASTER: SEND ADDRESS CHANGES TO 

Paizo Publishing. 2700 Richards Road. Suite 201 
Bellevue. WA 98005 4200. 


2004 Wizards of the Coast. Inc. 

BACK ISSUES: paizo.com/dragon or call 425-289 1340 

SUBSCRIPTIONS/CHANGE OF ADDRESS: Contact Paizo 
Publishing at subscriptions@paizo.com or call 425-289-0060. 
Although we accept subscriptions to prison addresses, 
delivery is subject to the discretion and/or whim of prison 
personnel If you have not received a magazine or premium, 
please consult with your mail room authorities. This pub 
lisher Is not responsible for non delivery. 

ADVERTISING: Contact Dragon's Advertising Director. Rob 
Stewart, at (425) 289-1345 All ads are subject to approval by 
Paizo Publishing, LLC. which reserves the right to reject any 
ad for any reason. Advertisers and/or agencies of advertisers 
agree not to hold Paizo Publishing, LLC liable for any loss or 
expense from alleged wrongdoing that may arise out of the 
publication of such advertisements. 

DISTRIBUTION: National and Internationaldistribution is 
provided by Curtis Circulation Company, 730 River Road. New 
Milford. NJ 07646. Tel: (201) 634 7400 Fax: (201) 634 7499 

OPEN GAME CONTENT: Unless otherwise noted, this 
Paizo Publishing, LLC product contains no Open Game 
Content No portion of this work may be reproduced in any 
form without permission. To learn more about the Open 
Gaming License and the d20 System License, please visit 
wizards.com/d20 

Printed in the U.S A. 



36 THE SHADOW OVER D&D 

Ph'nglui mglw'nafh Cthulhu 
R’lyeh wgah’nagl fhtagn! 

44 LIVING NIGHTMARES 

Like a dream—make that night¬ 
mare—come true, Eberron's 
creator, Keith Baker, unleashes 
new nocturnal terrors. 



56 EXORCISING EQUIPMENT 

So you want to slay some vam¬ 
pires? Maybe toast some mum¬ 
mies? You're going to need some 
gear. Discover new tools for 
destroying undead. 

58 CHILLED TO THE BONE 

They say Eskimos have one hun¬ 
dred ways to say “snow." Learn 
four new ways to say “death." 

64 GET MORE BANG FOR 
YOUR BONES 

Making the most of fallen foes: 
Find out which corpses to ani¬ 
mate and which you should leave 
for the gravedigger. 



m .tlrm.iil«(xii/o.i om 
(li.i}»oniii|i.ii/o.< oni 
p.ii/o.tMin/tli.ij’on 
pai/n.t om/di.igon 

( lISloillt'I.MMA II CUJ'jKII/U.t (IIII 



s.igeatlvii 

ioli.slrw.iil i/ pat/o.i om 


4 DRAGON 324 October 2004 







TABLE TALK 


ON THE COVER 




66 ^ 


FAMILIARS 


8 

10 

12 

18 

22 

26 

28 

30 


PLAYER INITIATIVE 

The scoop on gamer life. 

UNDER COMMAND 

Perils from the planes for D&D and D&D minis. 

SILICON SORCERY 

Unlock the power of Gothic II's mystic runes. 

A NOVEL APPROACH 

Gods old and new clash in Neil Gaimen’s American Gods. 


COMICS 


66 

70 

74 

78 

80 

84 

88 

100 

101 

102 

106 


FROM THE EDITOR 

You'll have to read it to believe it: why the new D&D movie might be cool. 

FIRST WATCH 

Previews, notes, and news for gamers. 

SCALE MAIL 

Lethal sarcasm, calls for chromatics, and .. . swimsuits? 


Marc Sasso shows us there’s more to 
chill your soul than just the cold. 


ECOLOGY 

Toil and trouble with night hags. 

SPELLCRAFT 

Discover new illusions—if you can. 

THE MAGIC SHOP 

Are you willing to pay the price? 

HEROIC FEATS 

Let your feats reflect who you are. 

GAINING PRESTIGE 

It’s time for some serious slayage. 

WINNING RACES 

Get a grippli! The classic race returns. 

CLASS ACTS 

Tips and tricks for your favorite class. 

PLAYER TIPS 

There is no “I” in “adventurer." 

ADVENTURER TRICKS 

Surviving magic traps without a rogue. 

SAGE ADVICE 

The sage answers your rules questions. 

COUP DE GRACE 

Andy Collins explains D&D’s new developments. 


October 2004 DRAGON 324 


5 


















■ C2004 Wteards, Few parte* 








Worldwide D6D Game Day Saturday, October 16, 2004 


Come celebrate the historic .tilth Anniversary of the DUNGIONS 6 l)KAC.O\S 
rolcplaying game on Worldwide 1)61) Came Day. 

Introduce a friend to the exciting world of 1)61) with the Lair of the Mari A II 
mini finest. You'll both gel a taste of adventure and a couple souvenirs to take hi 


r // //✓/ / f Wf A, 


Join your fellow adventurers in the festivities at a partic ipaling game store near you 
track one down at dndgameday.com 


»:xi>i:ki»nci: counts 




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FROM THE EDITOR 


SECOND BEST 


I 'm going to say something, and I 
need you to take me seriously. 

The D£D movie sequel represents 
the best thing to happen to De[D since the 
release of third edition , 

Okay, I admit that sounds crazy, but 
hear me out. 

Not long after the D&D craze hit 
the world in the late 70s, a lot of folks 
started to become suspicious of the 
game. Dudgeons & Dragons was 
a new concept, completely alien to 
people who thought of games in terms 
of boards and cards. Its themes of 
monsters, magic, and violence (not to 
mention drawings of naked women} 
put parents on their guard. 

During the 80s—despite a Saturday- 
morning cartoon, a toy line, and many 
computer games—the suspicion 
turned into persecution. The game 
came under fire for everything from 
Satanism to causing suicides. 

During the 90s, after blaming our 
problems on everything from cartoons 
to video games, scapegoating lost 
some of its appeal, but Dungeons 
& Dragons still kept a relatively 
low profile. TSR, the company that 
produced the game, even went so far 
as to take such objectionable terms as 
■'demon” and “devil” out of the game. 
D&D passed from the public eye, and 
ultimately, TSR ceased producing its 
flagship game. 

The D&D craze, the cartoon and 
toys, even the scapegoating—all served 
to buoy D&D. They raised awareness 
of the game, and the greatest 
challenge facing D&D right now is a 
lack of public awareness. 

In 1980, D&D's strong fan base and 
the support of a large corporation like 
Hasbro would have kept the game 


going, but the market today, with its 
improved technologies and experiences 
for everything from TV to cell phones, 
exerts a much stronger pressure on 
D&D to be financially successful. 

To continually compete for people's 
pocket money and leisure time, D&D 
must find a larger audience. 

I’m not saying D&D is doomed— 
quite the contrary. D&D is making 
a comeback, and if the D&D movie 
sequel (now filming in Lithuania} 
makes it to theaters, it will cinch it. 

Critics panned the first D&D movie, 
and it gave a mediocre box-office 
performance, but its worst flaw was 
that it didn’t significantly influence 
the public. Even with the success of 
the Harry Potter and Lord of the Rings 
films, people don’t connect the themes 
of those movies with D&D. 

The sequel can change that. With 
great fantasy films fresh in their 
minds, people will go to see the new 
D&D movie. They might come out 
of the theater and tell their friends, 

“Return of the King was way better than 
Dungeons & Dragons " but they’ll 
be talking about D&D to other people, 
and they'll be thinking about it when 
they go to see the next Harry Potter 
film. D&D will again occupy a place 
in the public consciousness, and that, 
more than anything else, drives people 
to become curious and pick up a copy 
of the game. 

I hope they make a trilogy. 

PLdari* M - 

Matthew Sernett 
Edttor-in-Chief 


NEXT MONTH IN DRAGON 

Dkacon #325 



Dragon gives you the best in gaming, 
presenting new official rules, original 
game content, great advice, and the 
perfect Inspiration for your D&D game. 

In each issue, you'll also see what cool 
products are on the horizon, find out 
what other players are up to, and get an 
insider's look at the Industry, Get more 
from your game: Get Dragon t 

Arcane Ancestry 2 
by Scott Carter 

The power of sorcery comes from the blood, 
See what your sorcerer can do when something 
other than a dragon roosts In his family tree. 

Hometown Heroes 
by Ben Vand grift 

Who are the people in your neighborhood* 
Give your character real experience by 
giving some thought to her roots, 

Spellcasting Feats 

by TN Hitchcock 

Make spellcasting magical again with over 
a dozen new feats for speilcasters. 

War Magic 

by Joshua Cole 

Learn what spells work best on any 
battlefield and how to cast them like a pro. 

Plusl 

"Winning Races: Lupins, 11 "The Ecology of 
Duergar," "A Novel Approach: Dun*,” and 
of course, "Coup de Grace," "Class Acts," 
“5pelkraft, n "The Magic Shop," "Gaining 
Prestige." "Heroic Feats," "Silicon 
Sorcery," "First Watch," "Pfayer initiative.” 
"Scale Mail," "Adventurer Tricks," "Player 
Tips," "Sage Advice," and comics! 


8 


DRAGON 324 October 2004 














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WIZARDS OF THF COAST and ORAGONLANCt and their respective loijos are trademarks of Wizards ol the Coast Inc. in the U S A. and other countries 2004 Wizards. 




FIRST WATCH 


PREVIEWS, NOTES, AND 
HEWS FOR GAMERS 


NEW RELEASES 



D&D*s new book of the dead— 
make that undead—Iihris Mortis 
hits the shelves this month, pre¬ 
senting all new undead monsters 
and advice for how to use undead 
in a campaign* Be sure to check 
out the swarm shifter template 
contributed by Dragon's edi- 
tor-in-chief, Matthew Sernett. 
Wizards of the Coast didn't forget 
players, though, The book com 
tains plenty of undead-hunting 
advice, rules, feats, and prestige 
classes. There's even a section on 
playing an unde ad character! 

Libns Mortis releases this month* 


-uotiu t 

, . : 


Shining 

South 



Magic made common, draw 
on the surface, warrior half- 
lings, and flying ships. No, it's 
not Eberrqn, it's the Shining 
South, the Forgotten Realms 
region of ancient cultures and 
fallen empires* From a nation of 
half-draw to one full of wizards. 
Shining South has plenty to offer 
anyone looking to put a little 
more magic into their game or 
character. New feats, prestige 
classes, monsters, magic items, 
and spells await you inside. 

Shining South releases this month. 


A LOOK BACK 

Push those empty pizza boxes and dice out 
of the way! Wizards of the Coast produced 
something truly worth placing on your cof¬ 
fee table. In 30 Years of Adventure, you'll find 
a history of D&D told by the people who 
were there. With a foreword by Vin Diesel 
and pages filled with essays and photo¬ 
graphs, you can show your geek affiliation to 
those visiting relatives with pride* 

30 Tears of Adventure releases this month. 



URE 


Dungeons a Djwgons 




, tii-inAfprir* Krtr'-.-r kfH’tj ,, „ m, 

ABERRATIONS 

The fifth Dungeons & Dragons 
Miniatures set — and the first Since 
/ iarbinger to have Starter Sets 
focuses on aberrant creatures and 
the heroes who fight them. The set 
includes models from many new 
sources (including Monster Manual 
Ilia mi the FserROn Campaign 
Sotting) as well as beloved creatures 
from older books. 

You'll hud Aberrations on store 
shelves this month. 


AMAZING 
STORIES 
Amazing 
Si or us 
returns, lliis 
lime with a 
new attitude 
and former 
Dragon 

Fdilor-iii-Chief Dave Cross at the 
helm. Along with the great short 
stories for which the magazine 
has been famous since 1926, 
ilu i 21st-century Amazing also 
in cIudes i ea 1 11 res on 11t e cren tors 
of movies, TV shows, comics, 
and the occasional game* For 
example, in issue #604 (Octo¬ 
ber), Amazing talks with IT A* 
Salvatore on the creation of the 
Demon Sfonc video game and 
its connections (can you say 
Drizzt?) to his latest novel, Add 
previews of upcoming releases, 
dozens of reviews pf the latest 
DVDs, books, comics, and more, 
and you have a monthly portal to 
the latest and greatest in stories 
and storytellers. 



DRAGON 324 October 2004 


























DVD RELEASES 


DUNGEON THIS MONTH 

Dungeon #115 



D&D CARTOON ON DVD 

Journey back to the mysterious Realm and join Hank, Sheila, Uni, and the others 
in their quest to discover their ever elusive way home... if you live in England (or 
have a region free DVD player). By the time you read this. Contender Entertain¬ 
ment Group (contendeigroup.com/kult-tv) should have all the episodes already 
out on DVD, Companies often evaluate the success of products in England before 
producing them for the U.S., so Contender Entertainment Group or Rhino Enter¬ 
tainment (who produced the Transformers, G.L Joe, and Jem DVDs) might have 
region 1 versions of the DVDs in the works. In any event, it looks like we'll have 
to wait a little longer to see cartoon bullywugs and hook horrors. 

If you'd like to find out more about the D&D cartoon or its DVDs, several cool 
sites exist that can show you the way. For more information, check out amazon, 
co.uk, zaksreaIm.net/The_Realm.html, or 80scartoons.co.uk. 


k* * * 


HE-MAN AND THE MASTERS OF THE 
UNIVERSE ON DVD 

Wound, meet salt. Contender Entertainment Group has 
also begun releasing the popular original He-Man and 
the Masters of the Universe cartoon series on DVD. DVD 
number 6 should be available now... in England. Eng¬ 
lish people clearly live in the future. 

Find out more about the He-Man universe at he- 
man.org and he-mamcom. 


a* 

SfiHi? 


'Vv I, A DUN DJ INN I 

i jUQCnj' ^ People often email Draoon or Dungeon to 
learn what computer program our cartogra¬ 
phers use to make the maps in the magazines. Unfortunately, we have to tell 
them I hat its not a mapping program; out cartographers free-hand sketch 
maps, scan in drawings, and use programs like Photoshop imd Illustrator. 
Dunn von Assistant Editor James Jacobs makes beautiful maps with ( Yum 
ptiigti Cartographer, but lacking his computer drafting skills, the rest of us put 
up with graph-paper paper cuts and graphite-dusted fingers. 

fhankfiilly, Dnmljinni now exists. Dundjmtu presents a simple and fairly intui¬ 
tive means of making maps lor your games. Only slightly more difficult to use 
Ilian a basic paint program, Duud/inni can be used to make miuiatures-svale maps 
or overland maps. The textures and items included in the original release aren’t 
enough to cover all your bases, but expansion downloads give you more options. 
Making a cool-looking map with Dmu/jtrmi lakes a lot of time, but at least its |Xis- 
sible to do so without having to learn CAD or buy a ShOO professional art program, 
l : oi more details, check out dundjmui.t om. 


FIND THE REAL KILLER INSIDE! 

Dunoon 

. . — - 

\ 



Check in with Monte Cook's "Dungeon- 
craft” and see what Wit Wheaton is up to 
in the second installment of "Wil Save " 
The 'Campaign Workbook" has a host of 
suggestions for your game. 

Raiders of Black Ice 

by Wolfgang Baur 

Gracing for a terrible winter, the adven¬ 
turers find themselves snow-locked in 
the desolate Archbarony of BJackmoor. 
Will they venture into the treather 
ous Land of Black Ice to rescue an 
enslaved people? A D&D adventure for 
Jrddevet characters. 

Steel Shadows 

by Keith Baker 

A killer is stalking the warforged of Sharn 
Some say the murderer is a vengeful 
spirit, while others blame human bigotry 
and Fear, Can the adventurers expose the 
truth that lies hidden in the depths of 
Sham? A D&D Eberron adventure for 7th- 
tevei characters. 

Strike on Shatterhorn 

by Christopher Perkins 

The puise-pounding conclusion to the 
Shackled City Adventure Path was so 
awesomely huge we had to split it into 
two parts. The eleven-adventure story¬ 
line enters its penultimate chapter as 
the heroes track the remaining Cage- 
wrights to the ruined yuan-ti strong¬ 
hold of Shatterhorn, A D&D Shackled 
City Adventure Path adventure for 
ISthdevei characters. 


October 2004 DRAGON 324 


11 






















SCALE MAIL 



Tell us what you think of this issue. Send an email to sealemaif® paiao.com. Please include 
your name, city, and state. 


DUNCfOHI HID SUHTBH lOTIOtt 

How about a swimsuit issue? An odd 
request From a woman, perhaps, but 
I remember Marvel's swimsuit-issue 
comics, and they had something for 
everyone, I think you guys should do it, 
J r m not saying that chainmail bikinis 
would work for everyone, but surely 
you can get a paladin into swim trunks? 

Mtcole Mussen 
Address withheld 

Believe it or not, we've discussed this at the 
office. Our harebrained scheme invoked 
making the April issue the swimsuit issue. 
Of course, our plan called for a beholder 
in a bikini bottom (perhaps with a puppy 
pulling U down) in addition to the req¬ 
uisite beefcake picture of Regdar playing 
volleyball and Mialee catching some rays * 
Dragon hasn't done it yet because it has 
never had an editor crazy enough to think 
that Wizards of the Coast would go for 
it, Jt still doesn't, but I'm crazy enough 
to ask them. Show your support (or lack 
thereof) for this idea by sending an email 
to soaicmaiI@paizo,com. 

WOTC * PflRO = DSD 

T just got finished reading a relatively 
old update on your website, and I 
read something that disturbed me 
far more than any fiendish half-troll 
sahuagin ever has: 'Also, starting with 
issue # 323 , the new Dragon presents 
a bonus quarterly catalog giving you 
the scoop on upcoming D&D releases 


from Wizards of the Coast, all gath¬ 
ered in one place.” 

I've read both Dungeon and 
Dragon religiously for the past two 
years or so, and I've never before 
been bothered by any of the changes 
that have occurred, but I've noticed 
a trend lately that disturbs me. This 
past month in Dungeon, I read an 
adventure that not only showcased the 
D&D miniatures, but also the tiles. 
This shameless promotion of Wizards 
of the Coast products irked me a little 
at first, because it seemed like such 
a waste of space—I mean, anyone 
can tell that miniatures are useful 
for D&D, and I didn't think Dungeon 
needed to devote almost two pages to 
describing how to use them. 

Now I read that Dragon will also 
showcase other Wizards of the Coast 
material. I know that the two maga¬ 
zines are supporting a game that is 
owned by Wizards of the Coast, but 
as far as I know, Wizards of the Coast 
doesn't directly own either maga¬ 
zine, Why are they getting all of this 
space? Why not include in your quar¬ 
terly catalogs previews of Ral Part ha 
miniatures or Swords and Sorcery 
materials? There are lots of respect¬ 
able d20 supplements out there, and 
I see no reason why Dragon should 
give free advertising space to only 
Wizards of the Coast 

David Karlin 
Address withheld 


Thanks for reading, David. I’m happy 
to hear that you get so much use from 
both magazines , 

Actually , Wizards of the Coast does 
own the magazines , Paizo licenses the 
right to produce them, 

The catalog in Dragon is an extra 
sixteen pages added to the magazine four 
times a year by Wizards of the Coast. 

They provide it as an advertisement for 
their products. We’re happy to include it 
as a resource for readers to learn what’s 
coming out, often before they can find out 
from online sources. 

The dlQ market offers some great 
products for De[D, but most print runs 
for such products are small (5, 000 copies 
or less) and garner interest from a com- 
mensurately small portion of the general 
audience. Thus, we don’t devote articles 
to such products (besides mentioning 
them in the new *First Watch " section 
from time to time). Of course, if Ral 
Partha or Sword and Sorcery Studios 
wanted to buy 16 page $ of advertising , 
we’d be happy to include it! 

IMS. DOUG 

I'm a thirty-year-old, middle-class 
male. I was bom when TSR was being 
formed. I was teething on the red 
D&D basic box. Girls were gross dur¬ 
ing A D&D. I started dating around 
the time second edition came out, 1 
became engaged at 3.0 and married at 
3.5, Wizards of the Coast has taken a 
lot of fiak since the changeover from 


12 


DRAGON 324 October 2004 










fcujU a House. 

Tear friers APart- 

Never The saine gaK twice, feetragal at H° uS e oh the tfitr lets ^ou cKooSe one of twelve 
MStehws characters and m a unique twist, explore 3 house filled with deadly Secret 5 
bg "building it as jjou nag. in goup struggle against hidden gangers, ^ou 11 also discover 
that one of the Placers |S a traitor, bent on goup destruction, fro^ there, goup sanitg 
wi" be te 5 ted as ^ou etuHog all of goup skills to Survive. 


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SCALE MAIL 


FUNNY FACES 


S Need a picture of 
your character or 
of an HPO Check 
out the face maker 

at charmel4.com/ 
entertain ment/tv/ 
micros ites/Y/your- 
face/index.html, 

Dracnn That ove,ly 

^ • Clgl/I I long web address 
leads you to a face 
creator that visi¬ 
tors usually use to 
create faces that 
mimic those of movie and TV stars, but 
you can use it to depict your D&D char- 
acter. The website not only allows you 
to choose from a host of facial features, 
but you can also change their dimen¬ 
sions. creating bigger smiles or bushier 
eyebrows as you see fit, and even move 
them about the face. 



TSR for being greedy and for revamp¬ 
ing things purely for the cash, but I 
have witnessed a constant upward 
movement in the quality of the D&D 
line. Each edition gets better and fills 
in the gaps from the previous edition. 
Keep up the good work. 1 love Dragon 
magazine more than ever. 

Douglas Hendrickson 
Memphis, TN 


PUT OK TOUR flBK JHCKFTC! 

I recently read your “open letter 
to readers." f hadn't read it earlier 
because I quit getting both maga¬ 
zines when you switched to third 
edition, or 3.5, or whatever the hell 
it's up to now, I have to say, Wizards 
of the Coast inspires a lot of brand 
loyalty when they tell gamers they 
have to upgrade to a new set of rule- 
books. People just love to throw out 
things that they've invested time 
and money in. 

So you're going to "relaunch" the 
magazines? Dragon becomes a 100- 
page advertisement for Wizards of 
the Cost with two scoops of raisins 
in every issue. 

I suppose it would be asking too 
much to even consider the gamers who 
supported the magazine in the past by 
offering material for older versions of 
D&D. because to a lot of gamers, we 


didn't leave the game, the game left 
us. We're still playing our version. We 
bought enough material in the past 
to tide us over until the next time the 
company changes hands. 

If you want to generate business, 
maybe you need to think about the past 
instead of repeating mistakes your pre¬ 
decessors made. I hope your endeavor 
in recycling is as successful as orga¬ 
nized play relaunching Ravens Bluff. 

Vince Lehto 
Address withheld 

Yay. Vince is back! It’s been a while since 
Dragon received a letter from Vince Lehto 
(AIC4. Vince Lethal), We thought he’d 
stopped caring. 

We like Vince's letters because he has a 
way with words. The sarcasm drips from 
Jus fetter and spl ashes to the floor! 

Vince has an axe to grind with Wiz¬ 
ards of the Coast fas if you couldn't tell) t 
hut he brings up point of policy that’s 
worth explaining: Dragon doesn't sup¬ 
port older editions of the game. Each 
issue of the magazine features many 
articles that can be used regardless of 
edition * hut you wont see any second edi¬ 
tion statistics for monsters or first edition 
descriptions of spells. 

The reason for that policy is simple: 
Dragon exists to serve you, DeiD players , 
and the majority of PtjfD players use the 
new edition of the rule s. Including articles 
for older editions would turn away more 
readers than it would gamer. 

LAMINATION LAMENTATION 

1 don't play Dungeons <£ Dragons 
M iniatures and have never given the 
idea much thought one way or the 
other, but the giant map in issue #322 
made me reconsider! 

The map caught my eye right away 
because it was huge. After finishing 
an exce!lent™and timely—issue on 
playing in the dark, I unfolded my 
bookmark and read the scenario and 
examined the map. Oh, yes—this was 
one to be laminated in short order. 

You see, while your cartographer 
and writer might have envisioned a 
dead dragon and rival plunderers, I saw 
something else entirely. I saw gladi¬ 
ators, I saw dragons—live ones who 


capture and enslave foolhardy would-be 
looters and force them into arenas to 
fight for their own amusement and 
profit. The hoard map just screamed 
"Arena!" to me. Perhaps it's time to 
divert some of my own hoard to the 
D&D miniatures game. 

Speaking of diverting my hoard, I 
have a tiny complaint about the sheer 
size of the map. Would it be possible 
to aim for 2 4-inch-wide posters in 
Dragon? It would sure keep my lami¬ 
nating costs down! 

As for the timeliness of a darkness- 
themed issue: The week before issue 
#322 arrived, I was verbally "revisit¬ 
ing'' a dream campaign of mine based 
on an inverted D&D-style world where 
the good guys live in the Underdark, 
and the bad guys rule the surface and 
slink in the shadows. With issue #322 
and its theme of playing in the dark 
landing in my lap so dose on the heels 
of the most recent “skull-session" over 
the setting, 1 might get serious about 
making it work. 

All in all, issue #322 wasn't just a 
“useful" issue that would help me play, 
it was an issue that makes me want to 
play and explore new directions as 1 do. 

Now, if only I'd had that wonder¬ 
ful “Ecology of the Dark Ones" article 
when t ran the first Shackled City 
adventure from Dungeon , 

Michael McNeill 
Eros, LA 


DRAGON LADY 

I've been a die-hard gamer for about 
nine years, and in that time I have 
always pushed the DM to the limit on 
high-powered monster characters, 1 
love the way the new edition addresses 
monster races and how Mike McAr* 
tor handled metallic dragon PCs in 
Dragon #320. However, 1 can identify 
with all the fans who were disappointed 
the chromatic dragons were exdudecL 1 
understand that not many DMs are as 

KNOWLEDGE 
CHECK 

To what does "Bazaar of the 
Bizarre” refer? 



DRAGON 324 October 2004 










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u 


Tbis issue’s 
Riddle: 

Our assault started 
At the beginning of time 
A tireless army 
Marching in line. 

As each of us dies 

^ Our reinforcement makes breach 
Millions of warriors 
Invading the beach. 

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liberal as mine (since he is my fiance), 
but all DMs must see the benefit of 
having chromatic dragon level progres¬ 
sions to use as enemies, 1 have a per- 
sonal stake in this petition: Teslaverina, 
a very young female black dragon, with 
whom I aspire to conquer nations. 

I even considered using my guest 
account to email you about a hundred 
times, each under a different address. 

I really believe that coming out with a 
sequel article that covers the chromatic 
dragons would be well received by the 
fans, 1 know l would appreciate it! As 
even 1 patiently await the next install¬ 
ment of Dragon , the best source of 
gaming material anywhere! 

Tracy Tate 
Address withheld 


FRITZ 

LEIBER 


SWORDS 

AGAINST 

DEATH 

_HIT I ? )♦£ atCONLfc IN 1 HI • I I 

EiTH* £iF FAFt+Rt? Mlti (iflrW UOUSEft 3*0 *S 



KNOWLEDGE 
CHECK ANSWER 

It refers to the old magic 
item articles in Ojmcon, of 
course, but it's also the title 
to one of Fritz Leiber’5 Fafhrd and the 
Gray Mouser stories. 

Who is Fritz Leiber? One of the old 
masters of fantasy fiction. D&D owes a 
lot to Leiber, just as it owes much to 
j. R. R, Tolkien, Robert E. Howard. 
Michael Moorcock. Jack Vance, and H. P, 
Lovecraft. How much did these authors 
contribute to D&D? Check out w The 
Shadow Over Dungeons & Dragons" 
in this issue to learn more about H. P. 
Lovecraft, then go to your local library or 
bookstore to find out more. 



The people have spokenf We received more 
than the usual amount of email last month , 
and most people sent emails fo support see¬ 
ing the chromatic dragons as monster level 
progressions. Assistant Editor Mike McArior 
is writing the follow-up article to “Dragon 
Player Characters f # hut it might be a while 
before it appeals in the magazine. (Turning 
the dragon stats for each age category into 
a unified level progression is complicated!) 
Keep your eyes on the previews of future 
issues , tuforch appear next to “From the Edi¬ 
torC to see when ids coming up. 2 


ONE BRICK TO 
RULE THEM ALL 


Lego has revitalized 
its popular Lego 
castle series with 
an all new look and 
the most in-depth 
backstory ever, 
Knights' Kingdom, 
which takes place in 
the land of Morels, 

Dra arm int,<)du “ sse,! 

LSI dgUll not onlj-fof Lego's 
ever-popular mini- 
figures, but also a 
set for each of the 
five knights (good 
and evil) in a larger scale on par with Lego 
Technics popular Bionicle line. 

Knights' Kingdom offers plenty for 
D&D players. Morcia has a rich story 
fine incorporated into the entire product 
assortment that tells of a kingdom taken 
over by the Dark Knight, Vladek. A band of 
heroic Knights (Danju, jayko, Rascus, and 
Santis), each with his own special "quest 
ability, p| must embark on a daring mission 
to find the heart of the mythical Shield 
of Ages—the one item that can help the 
Knights defeat Vladek in a grand tourna¬ 
ment—and take it back their homeland 
Sound like a campaign? You bet! The 
world of Knights' Kingdom also includes 
cool place names, like the Citadel ofOrlan 
and the Desolate Moorlands, 

Need more of a draw? How about 
detailed sets with cool buildings {of a 
scafe usable with D&D miniatures, no 
less) including a castle with elements 
that can be turned from good to evil to 
reflect a change in rulers? Every set also 
includes three cards usable in a collect¬ 
able card game similar to the playing 
card game, War 

The initial offering of ten sets (five in 
each scale) is available now at shop.fego. 
com and your local retail establishment. 
Now if we could just get Mike to put his 
Legos down long enough to get some 
work done around here ,., 






























It Ends Her 




On S.1I0 Every where* 

October 19, 2004 




It Ends N©w. 

One final conflict. A pair of trusted scimitars. 

The fate of the North, the freedom of Mithral Hall, 
and the lives of his companions all rest 
in the skillful hands of Drizzt Do’Urden. 

The Two Swords is the explosive finale 
to the epic Hunter’s Blades Trilogy 
by New York Times best-selling author R.A. Salvatore. 



wi/arris.i om/l>noks 

SM" Itllv m! *l«l • IM'.I -lilM ,*»«M (4« >t'H mill 1|»M« 

r i*’ - ««(■ nl IS*- ♦ 0,4 It*. 

Itll' * mliilllH Iliuntrw ' ,'<Ht I Wlf.mt. Hill ti, ImMll.Viiinlll 


m 







PLAYER INITIATIVE 


THE SCOOP OH COMER LIFE 


SURVEY SAYS? 


In 1998, 77% of the respondents to 
our reader survey were 25 years old 
or older, and 6% were female. In 
our survey of 2002, we found that 
53% of respondents were 25 years 
old or older, and 5% were female. 
What does that tell us? Some portion 
of our readers found the Fountain of 
Youth, and the/re not sharing, and 
no one plays D&D with the girdle of 
feminityfmasadinity anymore. 

Give us some real data by taking 
our new survey at paizo.com/dragon, 
Let us know what you like and don't 
like. Tell us about yourself and your 
gaming habits, so we can continue to 
give you the greatest in gaming. You 
dorit have to be a subscriber If you 
read Dragon, we want to know what 
you think about it 
To all of Dragon's female 
readers: We know there are more 
of you out there* fump online and 
show r your gamer pride. 



A letter from Jeremy Mauer; 

My friend, Kevin Sriuyard, 
married on June 25th. At the 
suggestion of the bride, the groom's 
cake was decorated as a Player's 
Handbook, The full cake ms done 
with hardened sugar for the gems and 
thick chocolate for the cover. As a 
special treat, they included dice hand 
carved from white chocolate. 

When it came time to cut the cake, 
even the non-gamers called for it to be 
spared! Well, the cake did get eaten. 
and it tasted damn good too. Here are 


some pictures of the cake and one of 
Kevin and Amy cutting it, Kevin is a 
gamer , and Amy is a strong supporter, 
allowing our rather large group to use 
their house for regular games. 

Dice carved from white chocolate? 
Brilliant! Give the baker of that cake 
a prize and Kevin and Amy our 
congratulations! That cake is fantastic, 
by every meaning of the word. 


ME DRAGON, YOU JANE 


Jane , the hip 
magazine for 
women under 
30, ran a brief 
article about 
Dungeons & 

Dragons in 
its June/July 
issue, Alas, 

D&D only received attention because 
of the d20 Book of Erotic Fantasy , but 
hey, in the first sentence the author 
admitted to having friends who play 
D&D, and she didn’t wisecrack about 
D&D players being unable to get laid 
until the last sentence. We're moving 
up in the world! 

If you get a copy and want 
to check it out, you'll find the 
article on page 117, just above 
Jane's review of various forms of 
female contraceptives. 



A MATCH MADE IN A DUNGEON 


A letter from Rebecca Kinraide of 
Madison, Wisconsin: 

My husband and l have both been 
gamers for over twenty years, and we 
met each other through gaming seven 
years ago. U was therefore natural that 
we would include gaming dements in 
our wedding fast October: By far what 
got the most attention were the wedding 
cakes. In addition to the large sheet cake 
decorated like a gaming mat, complete 
with miniatures to represent the wedding 
party, I made six cakes shaped like the 
six basic D^D dice . (In order to make 
those cakes, 1 had to commission a 
metal worker to create special pans,) We 
thought other readers of Dragon might 
enjoy seeing that when geeks marry, they 
don’t have to settle for normal, boring, or 
traditional. They can have their dice and 
eat them too. 



Congratulations, Rebecca and Akira, 
and happy anniversary! 

Those cakes look awesome. I'm 
marrying a gamer (my finacee of 
two years, Helen Wojdechowski) 
this month, and weVe both 
envious of your cool cakes. 1 bet 
other gamers are too. 

Hey t if you still have those oddly 
shaped cake pans, you might have 
a tidy business*. .. 

Matthew Semelt 


18 


DRAGON 324 October 2004 















RPC A UPDATE 

by Ian Richards 
RPGA Program Manager 

The RPGA wants to enhance your 
role playing experience, so you can 
play more, with more people* and 
receive rewards for the games you 
already love. Last months “RPGA 
Update” gave a general overview of 
what the RPGA does, so let's pick up 
where we left off. 

How Do I Join? 

Tire RPGA allows different levels of 
participation: general membership 
(sometimes referred to as player 
membership) and game master 
(GM) membership. Whichever you 
choose, and you can be both, you 
must be a member to participate 
in all the fun. Membership is free* 
and you don't have to worry about 
continually renewing—it's good 
forever. Get started by going to the 
RPGA website at rpga.com* 

With the general membership* 
you are eligible to play in RPGA- 
sanctioned events all over the world. 
With the GM membership* not only 
are you eligible to play in RPGA- 
sanctioned events, you can GM 
games at those events, download free 
RPGA adventures, and even host 
your own events. This last option is a 
great way to build gaming groups in 
your area* especially when you team 
up with a local retailer using the 
D&D Campaigns retail kits. 

What Can I Do? 

The RPGA presents several event 
types, and the best way to find an 
RPGA-sanctioned event is to check 
the online Events Calendar. 

Home Play: Home play is exactly 
what it says. Play your home game 
with gaming content we provide. 

Play RPGA adventures, and earn real 
treasures from D&D Rewards with 


your regular gaming group. 

Game Days: These public gatherings, 
usually one-day events at a retail 
location, are devoted to playing games. 
Anyone can play, and RPGA members 
are always welcome to participate. 

Conventions: Conventions feature 
dealer rooms* auctions* seminars* 
workshops* award ceremonies* 
early or exclusive access to new 
adventures* and other special 
features, but they also often offer 
RPGA events* 

What Do I Get? 

With D&D Rewards, you amass 
reward points every time you 
participate in RPGA-sanctioned 
games. When event results are 
reported, the RPGA records your 
points in its database. Your points 
accumulate over predetermined 
intervals called durations* and 
after each duration, your points 
are totaled, and we mail you some 
gaming goodies* Although this 
program and its treasures are free, 
you must register for D&D Rewards 
to participate. Players and CMs both 
earn points for their participation. 

Players earn points toward 
campaign cards—full-color, 
collectable, gaming cards granting 
unique character creation and 
play possibilities. 

GMs earn points toward special 
game templates, RPGA-exclusive 
D&D miniatures, and Dungeons 
Dragons Miniature expansion packs. 

What are the D&D 
Campaigns Retail Kits? 

D&D Campaigns refers to a retail 
support program for DUNGEONS 
$ Dragons Miniatures events and 
roleplaying events. Each month, a 
new D&D Campaigns season begins* 
and a new retailer kit is released. The 
kit contains materials to support up 
to twelve players for skirmish play or 


twenty-one players for a roleplaying 
session (one GM and four to six players 
at three tables}. Since retailers can order 
up to four kits per month, we include 
instructions on combining kits to 
support many more players if necessary. 

Each kit contains two season 
posters; twelve unique terrain tiles: 
seven promotional miniatures; three 
spell-effect templates; the copies 
of a new roleplaying adventure; 
tournament league, and roleplaying 
paperwork; reporting forms; and a 
D&D Campaigns newsletter. The kit 
is available to retailers through the 
Wizards of the Coast direct 
sales department. 

What About D&D Mmatures Games? 

The RPGA* in conjunction with the 
DCI (the organization that runs 
official Magic tournaments), now 
supports Dungeons Dragons 
M iniatures skirmishes through 
league and tournament play. 

Leagues are casual Dungeons 
i£ Deacons Miniatures skirmish 
events* The typical league runs a 
two-hour session each week for a 
predetermined period, usually a 
month* Participants earn points each 
time they play at a session. At the 
end of the month, the players' points 
are totaled to determine a victor and 
prizes are awarded. 

Tournaments are more 
competitive DuNC£ON$^ Dragons 
Miniatures skirmish events* They 
are typically limited to a single day 
of play. Participants battle in a series 
of consecutive games based on their 
win-loss records. After the final 
match, the victor is declared and 
prizes doled out. 

How Do I Find Out More? 

If you want to know more about how 
you can get involved in the RPGA's 
exciting activities, read more at the 
RPGA website, rpga.com. 


October 2004 DRAGON 324 


19 









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UNDER COMMAND 


by Mike Mearls 

images provided by Wizards of the Coast 



T he Archfiends expansion for the 
Dungeons & Dragons Miniatures 
game blew the roof off the power 
curve. With 200-point games now a 
viable option, plenty of nasty critters 
can join warbands to torment your 
opponents and grind their miniatures 
into the map grid. The aspects—living 
shards of a god’s power—are the stars 
of the set, while heavy hitters like the 
Bone Devil, Erinyes, Silver Dragon, and 
Vrock can all single handedly take on a 
100-point warband. 

This article presents some new 
scenarios that focus on these 
powerful figures for both your D&D 
miniatures and roleplaying games. 
Designed as fun alternatives to the 
standard miniatures game, most of 
these scenarios involve a fair dose of 
luck, making them better suited to 


casual games than tournament play. 
In addition, three or more players 
make for the best game play with 
these scenarios, although all of them 
are playable by two. Use the standard 
rules from the Miniatures Handbook 
for playing games with more than 
two players. 

PROWLIMC MONSTERS 

Several of these scenarios include 
powerful monsters that attack each 
player’s warband with equal ferocity. 
These simple rules allow you to play 
games on battlegrounds already 
overrun by creatures without giving 
either side an advantage. 

Prowling monsters are any creatures 
on the battle grid not members of any 
player's warband. Such monsters use 
a simple set of rules to govern their 


activation, movement, and attacks. 

Keep in mind that prowlers work best 
in casual games and that no set of rules 
can perfectly cover every situation. If 
any doubt arises regarding a creature’s 
actions, take a vote of the players or 
resolve it by having each player roll 
ld20, with the highest rolling player 
making the judgment call. In the D&D 
roleplaying game, 
you might use 
similar rules 
of behavior to 
manage large 
numbers of 
monsters or to 
create encounters 
where creatures 
in the area hold 
no stake in the 
fight but might 


Medium Fire 
Elemental 


4 



22 


DRAGON 324 October 2004 









become embroiled in it. For example, 
if a gang of ores attacks the PCs near 
a kobold lair, the kobolds might attack 
either group if they perceive them as a 
threat to their lair. 

The player who won initiative 
chooses who gets to move the 
prowling creatures first. This 
position rotates around the table in 
a clockwise direction. Players make 
all choices for a prowling figure, but 
they must obey the rules that govern 
a prowler's behavior. 

Prowling creatures activate two at a 
time. They take their turn after the last 
player to go on the current round. The 
prowling creatures with the lowest cost 
activate first. In case of a tie, choose 
one at random. Players continue 
moving prowling creatures until all of 
them activate. 

PROWUKG MONflfR RULE 

A prowling monster normally 
acts like a difficult creature that 
considers all warband 
members its foes. 

However, if it cannot 
see an opponent it 
moves in as straight 
a line as possible 
toward the center of 
the nearest terrain 
tile and stops once 
it reaches that 
destination. If it 
starts its move at 
the center of a tile, 
it moves toward 
the center of the second- 
nearest tile. A prowling 
monster doesn't remember its path, 
so it might simply move back and 
forth between two tiles. If it ends its 
move between two tiles, on its next 
action it moves toward the nearest 
one, even if it heads back toward 
where it started. 

If a prowling monster possesses 
any beneficial spells, it casts them 
on itself rather than move if no 
targets are in its line of sight. A 
creature never casts a spell more 
than once unless the effects stack. 
For example, a prowling Cleric of 


Lathander never casts magic weapon 
on himself more than once. 

A prowling monster always uses 
its most damaging attack, 
whether it be ranged 
or melee. If it 
possesses spells, it 
casts its highest* 
level offensive 
spells first. 

If a prowling 
monster fails a 
morale save, it fees 
toward a randomly 
determined corner of 
the map. A prowling 
monster never gains the 
benefits of Commander 
Effects, even from other 
prowlers with Commander ratings. 

Prowling monsters fall into one 
of the three following categories. 

Using these different possibilities 
for prowling creatures allows you to 
create your own scenarios 
or build on the examples 
given here. 

Guardian; 
Sometimes, a 
prowling creature 
guards a location. 
These creatures stay 
within an area of 
the grid. They never 
move more than 12 
squares away from 
a set spot on the 
map, such as the 
middle 2 squares 
at the center of a 
terrain tile. This 
location is specified at the beginning 
of a scenario. A guardian might use 
ranged attacks against opponents, 
but it never leaves its location to 
attack. A guardian that comes 
under attack from ranged 
spells or weapons moves 
to break line of sight with 
its attacker or gain cover 
if it lacks ranged abilities 
capable of reaching the 
attacker. 

Sentinel: Rather than move 
between terrain tiles, the sentinel 
moves through a specific sequence 


of spots on the grid. Pick at least 
two squares on the grid and number 
them, starting from 1 and proceeding 
along the sentinel's path. A 
sentinel always moves toward 
the nearest designated 
spot and, once it 
reaches It, moves to 
the next numbered 
spot. For example, a 
sentinel that reaches 
square 3 then moves 
to square 4. A sentinel 
attacks its opponents as 
normal, but once it no 
longer has any visible 
opponents, it moves 
to the nearest spot on 
its path and starts the 
sequence over again. 

Slayer: A prowling slayer attacks a 
specific type of creature. Pick a single 
creature type. If you select humanoid, 
select a subtype. The prowling creature 
attacks the nearest opponent of that 
type, ignoring closer foes. If it does not 
see the chosen type, it acts as normal. 

the mmo\ 

The scenarios here are designed 
for both Dungeons & Dragons 
Miniatures and the D&D roleplaying 
game. The majority of the figures 
listed for each come from the 
Archfiends expansion set, although 
you might substitute figures with 
the same point cost {or CR) if 
they aren't part of your collection. 
For the miniatures game, these 
scenarios should serve as templates. 
They add additional complications 
and dangers to whatever scenario 


Vrock 





Abyssal 

Evtscerator 


October 2004 DRAGON 324 






UNDER COMMAND 



Erinyes 


you use them with. 
The roleplaying 
game material 
describes an 
encounter that you 
might insert into 
an adventure or 
as part of a larger 
dungeon crawl. 

BETWEEN H R0()( AND 
(I HARD PlACf 

Sometimes, it's all 
about perspective. 

When warbands 
meet to do battle, 

they might think their struggle is of 
unquestioned importance. However, 
sometimes a fight between two 
groups of warriors is little more 
than a diversion from the true 
battle at hand. In this scenario, the 
players' warbands stumble into the 
battleground of two groups of rival 
outsiders. They must fight to defeat 
each other and sidestep the conflict 
around them. 

MIHIRTUREI 

Select a scenario as normal In 
addition, both players create a 
200-point warband that consists 
of outsiders and elemental This 
warband must include at least one 
figure that costs 70 points or more. 

Here are two sample warbands you 
might use as examples; 

Chaotic Evil; Abyssal Eviscerator, 
Aspect of Orcus, Vrock. 

Lawful Evil: Aspect of Lolth, Dretch 
(x3), Erinyes, Medium Fire Elemental, 


COMBAT ZONE 
PROWLING CREATURES 


These warbands consist entirely of 
prowling monsters that act as slayers 
hunting enemy outsiders. Each player 
sets up these creatures in the comer of 
the map grid adjacent to the location 
of her entry tile. On their turns, both 
warbands of prowling monsters move 
toward the center of the map. This route 
inevitably ends in the two warbands 
attacking each other, but they also attack 
members of player-controlled warbands 
that come within their line of sight. 

Play proceeds as per the rules given for 
prowlers and whatever scenario you 
choose to play. 

If you score points for 
eliminating enemy models 
in the scenario, you gain 
half the normal points if an 
opponent’s model falls to a 
member of either outsider 
warband. Otherwise, use the 
scenario’s special rules and 
victory conditions as normal. 



Dretch 


D% 

Creature 

Number 

Appearing 

1-20 

Warrior Skeleton 

2d4 

21 - 40 

Duergar Warrior 

ld6 

41-50 

Gnoll Archer 

IdS 

51-60 

Nothic 

ld3 

61 - 70 

Young Minotaur 

ld2 

71 -30 

Dread Guard 

ld2 

SI -37 

Wereboar 

ld2 

SB - 93 

Ochre jelly 

ld2 

94-96 

Abyssal Eviscerator 

1 

97-100 

Hill Giant 

1 


ROLfMG 

Using the basic guidelines of this 
scenario adds an additional challenge 
to almost any encounter. The PCs 
might need to hide as two aspects battle 
each other or an ore tribe battles a mob 
of gnolls. Each group should consist of 
creatures that total an EL equal to the 
party's level +1. 

When using this encounter, give the 
PCs plenty of cover to hide behind. 

This scenario works best when the 
characters must hurry to defeat an 
opponent or move through an area. 
Perhaps the party runs into the battle 
while leaving a dungeon. Already 
battered and injured, they 
cannot afford to stop and 
fight. If the characters must 
take their opponent alive, 
the presence of a second, 
unrelated combat makes 
things much more interesting. 

COMBAT Ml 

A battle erupts in an 
area already thick with 
bystanders. The creatures 
caught on the battlefield 
seek to avoid the fighting, 
but they take cover in 


terrain that both sides might try 
to exploit for a tactical advantage. 
If left alone, they stay out of the 
fight, but if provoked, they might 
prove the difference between 
victory and defeat, 

MINIATURES 

Set up the game as you would 
for any scenario. After all players 
set their warbands on the grid, 
populate the area with native 
monsters. Each terrain tile is home 
to a strange monster that fights to 
defend its lair. Roll d% for each 

tile and consult the Combat 
Zone Prowling Creatures 
chart to determine the 
monster that resides 
there. These creatures 
act as guardian prowling 
monsters tied to the two 
squares at the center of 
their corresponding terrain 
tile. You score no points 
for defeating a prowling monster, 
but your opponents score half the 
normal points (depending on the 
scenario) if you lose a figure to one. 

ROlfPLATING 

When the characters stop to rest at 
a tavern, they find themselves under 
attack from a gang of bandits. These 
thugs could serve a recurring villain 
from your campaign, or they might 
simply want to rob travelers who 
come through the area. The gang 
consists of the following miniatures 
from Archfiends: a Cultist of the 
Dragon, a Half-Ore Barbarian, and 
two Zhentarim Fighters. When 
patrons sit down to eat dinner at 
the tavern or inn, the bandits strike, 
counting on the chaos and confusion 
to hinder the PCs. After all, the 
villains have no compunction against 
striking down innocents. Use four 
Sages and four Dalelands Militia 
figures to represent the bystanders. 
One of them is actually a Wereboar— 
choose a figure at random and replace 
it with the Wereboar if the figure 
suffers damage. During the fight, 
these bystanders take cover behind 
tables and chairs, but if caught in a 


DRAGON 324 October 2004 


2 - 









spell's area of effect or if they take 
damage for any reason, they attack 
the closest character or bandit. If 
either side comes within 4 squares of 
a bystander, roll ld4 and consult the 
reaction table below, 

d4 Reaction 

1 Attacks the nearest bandit or PC. 

2 Moves from cover to find a safe 
position [DM's choice). 

3 Stumbles between a bandit 

and PC, offering the combatants 
cover from one another, 

4 Moves at random through 
the tavern. 

THE SUMMONING (IRQE 

A band of cultists have gathered 
to summon an aspect of 
Demogorgon from the outer planes. 
Unfortunately, the cultists decided to 
hold their ceremony on the site of a 
skirmish battle, 

MUM 

This scenario makes use of five 
Sage miniatures as the cultists. You 
might substitute other miniatures, 
such as the Cultist of the Dragon, if 
you don't have enough Sages. Place 
a Statue Room terrain card in the 
center of the battle grid. The players 
take turns placing the Sages on the 
tile until they are all in place. Sages 
must stand on the terrain tile, and 
they cannot be adjacent to each 
other. Each player places two tiles 
on the board in addition to an entry 
tile. Each turn, the Sages summon a 
creature that appears on the Statue 
Room tile. This creature acts as a 
basic prowling monster. It ignores 


the Sages and instead attacks the 
warbands. In addition to gaining full 
points for killing miniatures from 
enemy warbands. players score 20 
points for each sage killed and points 
equal to half the miniature's cost for 
killing summoned outsiders. 

The Sages continue to summon 
monsters as long as any of them 
live. Creatures appear each round in 
this order: two Abyssal Eviscerators, 
one Bone Devil, one Vrock, and one 
Aspect of Demogorgon. The Sages 
count as Chaotic Evil for this scenario, 
but the creatures they summon use 
their alignments as normal. The 
Sages never move as they conduct 
their ceremony, and in their fanatic 
devotion to Demogorgon, they ignore 
all threats. They count as fearless and 
automatically succeed at all morale 
saves. If somehow routed, they try to 
escape to a random entry area. If a 
Sage escapes, no one gains the points 
for destroying it. The scenario ends 
when either all the warbands are 
destroyed or the Sages are slain or 
routed from the table. 

ROlfPlflYlKG 

A small sect dedicated to the worship 
of Demogorgon has uncovered the 
Book of Duality, a tome that includes 
the ritual needed to call an Aspect 
of Demogorgon into the world. 
Awakened in the middle of the night 
by a small group of frantic church 
leaders and military officials, the PCs 
receive news of this dreadful event. 
The townsfolk beseech the characters 
to halt the ceremony, which takes 
place in under an hour. The characters 


might need to use magic to arrive at 
the ceremonial chamber, a massive 
cavern beneath the city, or they might 
take a skiff through the sewers. 

Set up a battle grid from the 
miniatures games with the Statue 
Room in the middle. Place four more 
terrain tiles of your choice on the 
map, with one tile directly between the 
Statue Room and each side of the map. 

Four Sages conduct the ceremony 
in the statue room. In addition, a 
Vrock, two Abyssal Eviscerators, 
and two Yuan-ti Purebloods guard 
the approach. These foul creatures 
serve Demogorgon and hope to help 
shepherd the aspect into existence. 
When the characters arrive, they have 
5 rounds until the aspect arrives. It 
appears in the center of the statue 
room. Luckily, it first attacks the 
sages, but once it devours them, it 
attacks the characters. 

I f the PCs defeat the monsters, 
they uncover a copy of the Book of 
Duality, From notes in the book, they 
discover that there other cults lurking 
throughout the region seeking to call 
Aspects of Demogorgon. If enough of 
them succeed, the foul demon lord will 
arrive on the Material Plane to wreak 
havoc across the land. 

The cultists and their demonic allies 
make an EL 11 encounter, S 



October 2004 DRAGON 324 


25 




SILICON SORCERY 


by i\ Wfesiey Schneider 
images provided by Piranha Bytes 





T he Sleeper, an unnatural hell-beast 
you battled against in the original 
Gothic, met defeat. Drawn shrieking 
back into the nightmare void that 
spawned it, its final enraged howls give 
birth to the plot of Gothic II. 

You soon find that the abominatiorfs 
howls were not merely shrieks of rage, 
but words of power. Spoken in the 
language of all monstrosities, these 
otherworldly cries sounded over the 
entire world, binding all evil things to 
obey these terrible words. Thus, with 
the death of one of the greatest among 
them, the monsters of the world rise, 
forging an army to lay siege to the 
world of men* 

Naturally, only you can stop them. 
From the first moments of your 
quest when you reawaken in a 
necromancer's tower, untold options, 
freedom, and magic are available to 
you. Whether the first scrolls of healing 
you stumble across or the alchemical 
ingredients and formulas available 
throughout the game, magic acts as an 
ever-present ally on your quest. Yet no 
other arcane option in Gothic H’s magic 
system shows its power and versatility 
more clearly than the use of runes. 

RUNES 

Runes are arcane or divine symbols that, 
like scrolls, create magical effects when 
read. In Gothic 1I f anyone can draw upon 
the power of runes, effectively casting 
spells by invoking one of these symbols 
of power. Runes commonly appear as 
a single, detailed symbol carved into a 
fist-si zed stone or inked upon a sheet of 
vellum, although some might take other 


forms. Whether a rune of fireball actually 
looks like a streaking fireball or nothing 
more than a series of complex markings 
varies from rune to rune. 

This article presents everything you 
need to create and use runes in your 
own D&D game and presents several 
examples of the most widely used and 
useful spells that runes can hold. 

USING RUNG 

Any creature that touches a rune 
gains full knowledge of what magic 
the symbol holds, how it works, what 
the limitations are, and how to active 
it, conveyed as a command word and 
instinctual details spoken directly to the 
rune holder's mind. Activating a rune 
requires a standard action as the bearer 
holds the nine and speaks its command 
word. Upon doing so, the rune's spell 
is cast as if by a spellcaster of the rune's 
caster level Once invoked, the rune 
disappears from whatever surface bore 
it, and it cannot be used again. 

[M Rif [ITEM CREATION 

You can create runes. 

Prerequisite; Scribe Scroll 
Benefit: You can create a rune of any 
spell you know. Scribing a rune takes 
one day for each 1,000 gp in its base 
price. The base price of a rune equals its 
spell level x caster level x 75 gp. To etch 
a rune, you must spend 1 /25 of this base 
price in XP and use up raw materials 
costing one-half of this base price. 

Any rune that stores a spell with a 
costly material component or an XP 
cost also carries a commensurate cost. 
In addition to the costs derived from 



WHAT'S IN IT FOR YOU? 


Coth/c if and its predecessor present 
a world that could easily fit into any 
traditional D&D fantasy setting, Filled 
with powerful magic users, terrible 
monsters, and a population of diverse and 
interesting people, Gothic If presents a 
world ready for exploration, 

The game provides dozens of options 
from the very first moments. Given a 
character who is essentially a clean slate, you 
choose and develop his skills and abilities 
and select from any of a hundred different 
paths and adventures. As you progress, you 
eventually gain the option to take on a more 
specialized ‘'prestigious 11 class that opens 
up new, more powerful options and abilities. 
This, combined with familiar skills that 
allow your character to do things like pick 
locks, create potions, and take trophies from 
fallen foes, give the feel and freedom of an 
ongoing D&D campaign, 

Gothic tl’s diversity doesn’t end with 
your character. Monsters and villains 
throughout the game come in a wide 
variety and seem to have as many options 
as the hero, Standard ores don't exist in 
this game; while one ore might operate 
as a lowly fighter, the next could be a 
powerful spellcaster. Of course, ores aren’t 
as fearsome as the trolls, shadowbeasts, 
or dragons you must face before you 
complete your quest. 

With hundreds of choices for your 
character and thousands of N PCs from 
whom you never know what to expect. 
Gothic II provides the perfect fix for 
diehard D&D players who can t wait until 
their next game session to go adventuring. 


26 


DRAGON 324 October 2004 








the base price, you must expend the 
material component or pay the XP 
when scribing the rune. 

SRMPLE RUM DESCRIPTIONS 

These sample rune descriptions can be used 
either as new magic items or as examples to 
help you create your own runes. 

Rune of Banishment: Holy images 
and orthodox verses cover the face of 
this rectangular silver plaque while, at 
its center, a relief of a heavily armored 
saint plunges a spear into a demonic 
serpent. As you grasp die image, the 
faint echo of a dying roar seems to 
murmur through the air. 

Moderate abjuration; CL 11th; Etch 
Rune, banishment; Price 4,950 gp. 

Rune of Cure Serious Wounds: This 
smooth wooden disk dangles from 
a tattered cord of worn leather. Its 
splintering surface is painted with the 
image of a three-pronged drop of blood 
that glistens as if still wet. 


Faint conjuration; CL 5th; Etch Rune, 
cure moderate wounds; Price 1,125 gp. 

Rune of Dispel Magic: A complex, 
starbursdike pattern, still surrounded by 
jagged shards of glass, glimmers within 
the frame of this broken mirror. The 
reflective symbol seems to consist of 
splinters of the shattered mirror, although 
its not obvious how they remain attached. 

Faint abjuration; CL 5th; Etch Rune, 
dispel magic; Price 1,125 gp. 

Rune of Enervation: Singed into this 
yellowed wolfs skull is a disturbing 
mark of an angular death's head. The 
grim brand feels cool to the touch, but 
faint wisps of acrid smoke periodically 
rise from the macabre image. 

Moderate necromancy; CL 7th; Etch 
Rune, enervation; Price 2,100 gp. 

Rune of Magic Missile: The stylized 
image of a sleek winged dart is etched 
upon this egg-shaped blue-gray stone. 
Although as hard as normal granite, 
the rock hums faintly and sporadically 


vibrates and twitches as if something 
living buzzed inside. 

Faint divination; CL 1st; Etch Rune, 
magic missile; Price 75 gp. 

Rune of Telekinesis: This foot¬ 
wide square of yellow cloth bears the 
stain of a clutching, black handprint. 
Although the fabric appears delicate, 
it has a surprising weight to it, but 
not as though the material is heavy, 
more like some force constantly tries 
to pull it away. 

Moderate evocation; CL 9th; Etch 
Rune, telekinesis; Price 3,375 gp. 

Rune of True Strike: This curve 
of scrap iron looks like a piece of a 
sundered metal shield. Deliberate 
scores cover one side with a pattern 
of countless gashes, each almost 
piercing the ruined metal yet 
the whole retains a strength and 
sturdiness despite the scars. 

Faint divination; CL 1st; Etch Rune, 
true strike; Price 75 gp. ^ 


COMMON RUNES 

Rune 

Price 

Rune 

Price 

Rune 

Price 

0-Level Spells 


3rd-Level Spells 


6th-Level Spells 


Qme water 

37gp 

Catl lightning 

1125 gp 

Analyze dweomer 

4,950gp 

Cure minor wounds 

37gP 

Daylight 

It 725 gp 

Bull's Strength r moss 

4,950 gp 

Dancing lights 

37 gp 

Fireball 

1125 gp 

Find the path 

4,950 gp 

Detect magic 

37gP 

Gaseous form 

1,125 gp 

Heal 

4,950gp 

Detect poison 

37gP 

Prayer 

1125 gp 

Liveoak 

4,950 gp 

Flare 

37gp 

Protection from energy 

h 125 gp 

True seeing 

5,200 gp 

Guidance 

37g p 

Remove blind nessfdeafness 

1,125 gp 

7th-Level Spells 


Mage hand 

37gp 

Remove disease 

T ,125 gp 

Creeping doom 

6,825 gp 

Purify food and drink 

37gp 

Stinking cloud 

1,125 gp 

Delayed blast fireball 

6,825 gp 

Virtue 

37 gp 

Wateiwalk 

1,125 gp 

Destruction 

7,325 gp 

1st-Level Spells 


4th'Level Spells 


Finger of death 

6,825 gp 

Burning hands 

73 gp 

Air walk 

2, lOOgp 

Power word blind 

6,825 gp 

Cure light wounds 

73 gp 

Bestow curse 

2,100 gp 

Resurrection 

16,825 gp 

Entangle 

75 gp 

Charm monster 

2,100 gp 

8th-Level Spells 


Identify 

175 gp 

Divination 

2,125 gp 

Forthq unite 

9,000 gp 

Mage armor 

73 gP 

Freedom of movement 

2,100 gp 

Holy word 

9,000 gp 

Magic missile 

73 gp 

Holy sword 

2,100 gp 

Planar ally, greater 

11,5 00gp 

Magic weapon 

75 gp 

Ice storm 

2,100 gp 

Polar ray 

9,000 gp 

Sanctuary 

73 gp 

Polymorph 

2,100 gp 

Prismatic wall 

9,000 gp 

Shield 

73 gP 

Restoration 

2,200 gp 

Symbol of death 

14,000 gp 

Steep 

75 gp 

Tongues 

2,100 gp 

Trap the soul 

9,000 gp 

2nd-Level Spells 


5th-Level Spells 


9th-Level Spells 


Aid 

450 gp 

Baleful potymoqsh 

1375 gp 

Etherealness 

11,475 gp 

Alter self 

450 gp 

Break enchantment 

3,375 gp 

Gate 

16,475 gp 

Barkskin 

450 gp 

Chudksll 

3,375 gp 

Heal, mass 

11/475 gp 

Slur 

450 gp 

Flame strike 

3,375 gp 

Power word kill 

11,475 gp 

Cot’s grace 

450 gp 

Raise dead 

8,375 gp 

Shapechange 

11,475 gp 

Darkness 

450 gp 

Teleport 

3,375 gp 

Wish 

36,475 gp 

Flame blade 

450 gp 

Wall of stone 

3,375 gp 



Glitterdust 

450 gp 

Wall of thorns 

3,375 gp 



Knock 

450 gp 





Web 

450 gp 


i 




October 2004 DRAGON 324 


27 











A NOVEL APPROACH 


by F. Wesley Schneider 

AMERICAN COM 



merican Gods, by Neil Caiman, 
tells the tale of a centuries- 
long conflict between the gods 
of ancient myth and the modern 
deities replacing them. America 
becomes their battlefield, as it acts 
as a volatile divine melting pot, 
home to generations of immigrants 
who brought their stories, beliefs, 
monsters, and gods with them. 

The story follows the travels of 
Shadow, a good-hearted ex-con whom 
fate left homeless and without a 
family. Hired by Mr. Wednesday, a 


glass-eyed, swindling former deity 
who's fallen on hard times. Shadow 
becomes embroiled in the struggle 
of the ancient gods. Zigzagging 
across the country, the unlikely 
pair struggle to rally mythological 
allies to join their fight against the 
modern pantheon's new deities, such 
as Media, the techno-boy, and Mr, 
World. Through their travels, Shadow 
finds the world's thin veil of the 
mundane lifted away, revealing the 
mythical creatures and ex-gods we 
pass on the streets every day. 


WHAT’S IN IT FOR YOU? 


American Gods is the sequel to every myth 
you've ever read. Spanning cultures and 
continents, the book resurrects the fallible 
gods of old and brings their modern lives 
to light. Aside from the cutting wit, epic 
conventions, and brilliant storytelling 
of this modern myth, American Gods 
contains a treasure trove of ideas for D&D 
players and DMs alike. 

For players, the story presents a heroic 
inspiration: a single man. caught up in 
the devices of the gods, both old and new. 
Roguish tricks, fantastic schemes, and 
quick thinking make this book a veritable 
guide to dealing with the divine. For tricky 
players, Shadow s coin tricks and swift 
deceptions should give your next Slight 
of Hands check more than a little added 
flair. Characters with sharp tongues might 
benefit from the gods' witty verba! duels 
and divine cons. Take some pointers 
from the hundreds of heroic—and not SO 
heroic—displays throughout the tale, and 
learn a good deal about how to behave 
when dealing with the most powerful 
beings in creation. 

As for Dungeon Masters, American 
Gods offers hundreds of views of 
how deities interact with mortals and 
presents an interesting Jook at deities 
in their declining years. Throughout the 
story, gods like the morticians Mr, ibis 
and Mr, jackal, spidery Mr, Nancy, and 
morbid Chernobog, disguise their lives 
in America, As in ancient mythology, 
adopting this kind of direct godly 
interaction with mortals could certainly 
keep characters, both religious and 
otherwise, on their toes. Also, the idea 
that gods become more like mortals as 
they lose worshippers and the rise of new 
gods related to modern (or fantastically 
modern) thought and necessities might 
make for a great campaign. Both of these 
concepts could also easily insert into an 
existing D&D game with little work and 
bring the powers of deities to a new and 
dynamic forefront 



28 


DRAGON 324 October 2004 









GODLY GEAR 

As in any ancient myth, the gods of 
American Gods and their followers 
make use of a wide variety of 
weapons and signature items. This 
article presents a number of tools 
and artifacts, each inspired by similar 
relics appearing in American Gods , 
as magic items ready for use in your 
D&D game, 

KB BRHBCH 

A twig from the tree that supports 
the world* this thin, 2- foot-long, 
twisted branch still bears leafy 
sprouts, as if newly cut from its 
parent tree. This item seems like a 
simple branch until thrown. As it 
flies through the air, it straightens 
and takes on an almost metallic 
sheen, transforming into a +3 
adamantine spean After an attack, 
whether or not it struck its intended 
target, the javelin transforms back 
into a simple branch. 

Moderate transmutation; CL 8th; 
Craft Magic Arms and Armor, plant 
growth; Price: 21,301 gp; Weight 3 lb. 

(AERNOBOG'S SLEDGE 

The favored weapon of the du all Stic 
god of creation and destruction, 
this simple warhammer appears 
to be merely a rusted, rectangular 
block of pig iron attached to a 
worn, splintering wooden haft. 

It seems perfect for slaughtering 
cattle. Although it looks like little 
more than a rusted tool, Chernobog's 
sledge is in fact a +3 mighty cleaving 
woun ding warhammer . H owever, 
it only operates as such at night. 
During the day, it functions merely 
as a masterwork warhammer. 

Strong transmutation; CL 12th; 

Craft Magic Arms and Armor, deeper 
darkness; Price: 72,312 gp; Weight 10 lb, 

EAGLE STORES 

Legends say these small blue 
pebbles come from the skulls of 
thunder birds, creatures supposedly 
hunted to extinction by ancient 
savages. Now found only upon the 
highest mountain aeries or ancient 
boneyards, these magic items are 


as potent as they are temporary. If 
placed in the mouth of any dead 
creature, regardless of race, size, 
or Hit Dice, the eagle stone casts 
true resurrection on the corpse. 
Unfortunately, the magic of an 
eagle stone only works once, and 
after returning a creature to life* it 
becomes nothing more than a shiny 
blue stone. 

Strong conjuration; CL 17th; Craft 
Wondrous Item, true resurrection; 
Price: 7,650 gp; Weight—. 

MflD lEFRECHiUK'S COIN 

Said to come from an ancient fey's 
treasure hoard, this featureless 
gold coin dangles from a simple 
silver chain and has the size 
and weight of two normal coins 
stacked. Legends say that any 
creature wearing this coin never 
dies—a partial truth as much a 
curse as a blessing. If the wearer 
of the mad leprechaun's coin dies, 
the coin animates him 24 hours 
later as a zombie. If the wearer is 
destroyed as a zombie, or if the 
mad leprechaun's coin is removed, 
the wearer does not reanimate, 
but can be returned to life through 
normal magical means. The mad 
leprechaun's coin only affects 
creatures that die while wearing the 
necklace and cannot be placed on a 
corpse to reanimate it 

Faint necromancy; CL 5th; Craft 
Wondrous Item, animate dead; Price 
30,000 gp; Weight — 

WEDNESDAY'S lEfT EYE 

A fracture runs through this chipped 
gray glass eye. Considered a lucky 
charm to those with good intentions, 
a magnificent blunder involving this 
item made it the bane of swindlers 
and con artists of all sorts. A 
character bearing Wednesday's left eye 
gains a +4 bonus on all Diplomacy, 
Heal, and Survival checks, but suffers 
a -4 penalty on all Bluff* Intimidate, 
and Slight of Hand checks. 

Faint transmutation; CL 3rd; Craft 
Wondrous item, eagle's splendor; Price 
6,000 gp; Weight —, 


WEDNESDAY’S PIN 

This simple silver pin bears the 
embossed image of a massive ash 
tree with arching branches and 
deep roots. Slightly tarnished but 
nevertheless a tasteful accessory, 
those who examine the pin closely 
might see a miniscule hawk, squirrel, 
and snake hidden among the roots 
and branches of the tree. Characters 
who attach this pin to a shirt or 
cloak gain a +2 bonus on all Bluff 
checks while wearing it. Once per 
day, the pin's owner can throw it on 
the ground to create the effects of 
a Quaal's feather token (tree). The 
pin remains a tree for t hour before 
transforming back into a pin. 

Strong transmutation; CL 12th; 
Craft Wondrous Item, major creation; 
Price 24,000 gp; Weight —. 

ZORYfl POLUWOCiHHYH i MOON 

This simple silver coin appears newly 
minted, but it is otherwise completely 
unremarkable. Once per day, the 
bearer can transform the coin into 
a glowing sphere that emits light 
equivalent to a torch, exactly like 
one of the light globes created by a 
dancing lights spell. The coin remains 
lit for 1 hour, and during that time, 
its owner can direct it as a dancing 
lights spell {maximum range 130 
feet). While in its light globe state, 
the coin's owner can voluntarily seize 
it, or another creature can attempt to 
grab it. Zorya Polunochnaya *s moon 
has AC 24 while animated, 20 hit 
points, and hardness 8. 

Faint evocation; CL 3rd; Craft 
Wondrous Item, dancing lights; Price 
1,000 gp; Weight—, 2 


October 2004 DRAGON 324 


29 






COMICS 







t[i 


Utsr | 


hours 


STILL 


meltinq 


ff* 


fAAXBE WE 
SHOULD 
TORTURE 
IT WITH 

F!RE.^ 


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30 


DRAGON 324 October 2004 


































































ores, 

GOBLinS, 

DraGons, 

anA 9lticJLuj/ 



The creature count is on the rise in Southern California, 
But they're not all cute and fuzzy. 

Blame the thousands of gamers attending Gen Con So Cal, 
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some air, it“s scary how much more there is to do and see 
at the show, and in the So Cal area. Like Disneyland, oh, 
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* See the best of fantasy & sci-fi at the Art Show 

■ Get creative for the infamous Costume Contest 


Take advantage of our monster deal - Pre-register online by October 25 and SAVE $5 for your 4-day badge! 

www.Gencon.com 



APriL 21-24. 2005 



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iNur 



AUGUST 18-21, 2005 


GEN CON, the Gen Con toga, and Tfte Be sr Four Days In Gaming! we trademarks of Gr rr Con iiC AH rights reserved Used under authorization, 









COMICS 



by Aaron Williams 
tuww.nodwick.com 


A dragon on the wing if a dream to 
tome folk... A nightmare to other*. 


AND M DtSA&UEP ALL 

THE UMOSWEVE SEEK 


IMNTTHNK 
IT HEARD US 


r ANDMV ^ 
PROTECTION FROM 
NAU6HTNE55 SPELLS 
M/ST FULL 
L. POWfR! A 


~ fcSJvTT THERE ^ 
SUPPOSED TO BE A DRAGON 
^ WHERE? 


OH, I’M ^ 

j f oumwwuMwrm 

A THIS PUCE. ^ 
/AND YOU KNOW. \ 
f YOLRREUANCEON 1 
r HENCHMEN TO SOLVE 
PROBLEMS IS YOUR 
GREATEST WEAKNESS 
WITHOUT THER COMMON 
k SOKIM)EXPaiOMKnV 
W THREE WOULD HAVE 
L BUNDERED WTO YOUR A 
GRAVES LONG JR 


T SO. IF I TAKE 
r THAT OUT OF THE ^ 
EQUATION, YOUR DEFEAT 1 
BV SAy A PAA60N IS I 
. MORETHAN A 

V CfRTAM y \ 

f F — 7 'uhat' 

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[I [ WHATM 

/ V YCUTALKN& 

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UK CUTE TASTV. I DEVOURED 
.KIM WEEKS AGO AND TOOK , 
MISPLACE \A 


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THINK SO. 


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EASY OR PLEASANT 

PUitJG US PART, I 
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^ OOOO-KAY, NO “ 

MORE TERfYAW-STIR FRV BEFORE BEDTIME 
FORVOVGUYS. ^ 


32 


DRAGON 324 October 2004 




















oor 


ousm 


MoiJ 


ecai. 


He fell down tke stairs. 


by ke£ 


was bitten by bears. 

He was overcome ky tke measles, 
And devoured by weasels, 

He ckoked on a bone, 
And died old and alone. 


We sk ou Id all 


Af/AS 


JHI 11LO 

wav atlas-games.com 


In Gloom . you control tin* line of an 
eccentric family of misfits. Your goal is sad. but simple: 
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death. Play cards with horrible mishaps like Pursued by 
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while frying to cheer your opponents' characters with 
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2 to 4 Players • Ages 8 and Up 

AUrjoO • ISBN I hWB iHiK \ • Sl‘1.93 US 















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"THE DREADED 

PENUMBRA HULK! 


YOU TURN THECORNE1 
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Tgop TtoP TR»t> 


.. THE PENUMBRA HULK! GASPl^V 
( A FELL BEAST WITH 71 HIT POINTS/^ I 
L * RM Q R CLASS 18 AND A TEMPER THAT 1 I 
\SUITS ITS CHAOTIC EVIL ALIGNMENT'^! I 
- -^BE CAREFUL. IT... 

\ ATTACK/^- 

HUZZA Hf L/ lh f --^ 

if ^ ‘( felHB) /UM..I READY 

¥ Si ( *Y "BOOTS 

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UNICORN? 

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\ GOOD! 


WHAT? WHAT? 


5WVBK. 

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DOING IN 
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34 


DRAGON 324 October 2004 




























































w OH NO! OH ^ 
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. YOU? XT 


THE..UH.. 

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YOU HAVE NO TIME TO THINK 
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October 2004 DRAGON 324 


35 





















































H P jpvEc raft's Influence on 
Dungeons & Dragons 


ith all the elves, magic rings, dwarves, ores, and hob* 
bits—ahem, halflings—in the game, there’s no denying 
the fact that ). R. R. Tolkein's work influenced Gary 
Gygax and Dave Arncson as they hammered out the rules 
for what would someday become Dungeons k Dragons. 

Yet Tolkein was by no means the only influence on the 
game. Numerous authors inspired its creation: Robert E. 
Howard (from Conan to the remorhaz). Fritz Lei her (from 
thieves’ guilds to wererat empires), Michael Moorcock (law 
vs. chaos and soul-eating swords), jack Vance (demon lords 
ami preparing spells). These writers earned a reputation for 
their tales of high fantasy and adventure, but another author 
belongs on this list (even though the "heroes” in his stories 
more likely fainted or went mad when faced with lighting 
monsters): Howard Phillips Lovecraft. 

IpvECRAFT'S Ijfe 

H. P. Lovecraft was born on August 20. 1890. As a child, he 
spent his time exploring the nearby countryside and ancient 
buildings; even at this age. old things held a special fascina¬ 
tion for him. He also cultivated an early appreciation for the 
fantastic, and he loved to hear fairy tales, ghost stories, and 
the like. Eventually his tastes turned to Grimm’s Faiiy Tales, 
the Arabian Nights, Greek and Roman mythology, and by age 
eight, to Edgar Allen Poe. Science (particularly astronomy 
and chemistry) also intrigued him, but lie gleaned most of* 
his knowledge from his family’s library. Frequent bouts of ill¬ 
ness led to an inactive childhood, and he missed school more 


college or joining the military, so he finally turned to the one 
thing he felt he could do well: writing. 

Although he broke into print at age sixteen (with a 
monthly astronomy article in the local daily paper), he had 
already written many short stories. Unfortunately, he soon 
grew dissatisfied with fiction and destroyed almost all of his 
earlier work. For many years, he focused his energies on 
verse, essays, and criticism. In 1914. lie joined an amateur 
press association and quickly forged many life-long friend¬ 
ships and contacts with other writers. It wasn't until 1917 
that he returned to fiction with two supernaturally themed 
stories, "The Tomb” and “Dagon.” He continued to write 
weird fiction until his death 20 years later. 

Lovecrafl’s early fiction went through several stages. He gen¬ 
erally regarded his earlier stories, like "Herbert West—Reani- 
mator." as “very poor.” I le became a regular contributor to pulp 
magazines, selling stories to several different magazines such 
as Amazing Stories and Weird lilies. When he wasn’t writing his 
own stories, he reviewed and revised die works of other writers 
(including a story by Harry Houdini). As the years crept by, his 
stories grew in length and complexity, making it increasingly 
difficult for them to find homes in pulp magazines. 

In the last few years before his death in 1937, Lovecraft 
produced only a couple of stories a year. A lew years later, 
Lovccraft’s friend August Derleth founded Arkham House, 
an imprint dedicated to collecting Lovecraft’s writing between 
cloth covers and keeping his work available as the years 
marched on. Arkham House grew into an important pub¬ 
lisher of science fiction, fantasy, and horror, and continues to 



often than not. His health problems prevented his attending 




I 

Jim X 


LW* 


October 2004 DRAGON 324 37 






mT^ 

LOVECRAFT ON 
SHARED MYTHOS 

"Regarding the dreaded Necronomicon of 
the mad Arab Abdul Alhazred—I must 
confess that both the evil volume & the 
accursed author are fictitious creatures 
of my own—as are the malign entities 
of Azathoth, Yog-Sothoth, Nyarlathotep, 
Shub-Niggurath, etc. Tsathoggua & the 
Book ofEibon are inventions of Clark Ash¬ 
ton Smith, while Friedrich von junzt & 
his monstrous Unaussprechlichen Kulten 
originated in the fertile brain of Robert 
E Howard. For the fun of building up a 
convincing cycle of synthetic folklore, all 
of our gang frequently allude to the pet 
daemons of the others—thus Smith uses 
my Yog-Sothoth, while I use his Tsatho¬ 
ggua. Also. I sometimes insert a devil 
or two of my own in the tales I revise or 
ghost-write for professional clients. Thus 
our black pantheon acquires an extensive 
publicity & pseudo-authoritativeness it 
would not otherwise get “ 

—from a letter to William Frederick 
Anger; August 14,1934 

publish books to this day. Lovecraft’s sto¬ 
ries have now seen publication in a wide 
range of editions, languages, and medi¬ 
ums. but always, the stories endure. 


Lovecraft’s stories belonged to a genre 
he referred to as the “weird story.” Weird 
stories present tales in which things are 
not what they seem, stories filled with 
fantasy and terror inconceivable in the 
real w orld. Some of these tales were 
lurid shockers, like “Herbert West— 
Reanimator” and “The Lurking Fear.” 
Others were fanciful tales set in an 
alternate world known as Earth's Dream¬ 
lands; these stories, like “The Doom that 
Came to Sarnath” or The Dream Quest of 
Unknown Kadath , with their medieval 
flavor and emphasis on exploration and 
discovery, present themes closest to 
Du nc;eons & Dragons. Yet his most 
successful and best know n stories devel¬ 
oped the Cthulhu mythos. 

In “The Call of Cthulhu.” Lovecraft 
introduced us to an ancient and mon¬ 
strous entity known as Great Cthulhu, 
a vast alien creature that slept in a 
ruined city deep under the Pacific 
Ocean. Cults worshiped it. artists 
went mad when their dreams brushed 


against its slumbering nunA and in after Lovecraft’s death, and today his 


the end, the vast being itself emerge! 
momentarily from its aeons-lon^leep 
to walk under the stars. 

In other stories. Lovecraft continued 
to expand on this mythos, adding other 
alien entities and unknowable primeval 
gods to an ever-expanding pantheon. 
These monstrous beings had names 
that have since become infamous: Yog- 
Sothoth. Azathoth, Shub-Niggurath, 
Nyarlathotep. The stories themselves 
only very rarely focused on these crea¬ 
tures: usually a story mentioned their 
names to provide additional weight and 
menace. Lovecraft also invented numer¬ 
ous ancient texts filled with forbidden 
lore about these Great Old Ones, but the 
most enduring of these texts (and argu¬ 
ably Lovecraft’s most famous invention) 
was the Necronomicon. 

Yet the greatest factor in cementing 
his creations into the history of fantasy 
and horror is the fact that he encouraged 
his friends to write about his inventions. 
He asked them to include the books and 
entities in their own stories, and most 
importantly, to make up new additions 
to the growing mythos as they saw fit. 
Many of these writers became acknowl¬ 
edged masters in their own right; Robert 
E. Howard, Clark Ashton Smith. Fritz 


influence is more invasive tharrnne 
might suspect Stephen King regufarly 
makes use of Lovecraft’s creations in 
his novels, usually as subtle references 
but sometimes basing entire stories 
around the mythos. Video games drip 
with Lovecraftian references; anyone 
remember the name of the final boss 
in the original Quake? Answer: Shub- 
Niggurath. How about Alone in the 
Dark, one of the first computer games 
to embrace a true 3D environment (and 
the inspiration for countless of follow¬ 
ups, including the smash hit Resident 
Evil games)? Also, a new video game 
by Headfirst Productions called Dark 
Corners of the Earth, set in Lovecraft’s 
signature town of Innsmouth. releases 
this year. Many of Lovecraft’s stories 
have also been translated onto the 
silver screen with varying degrees of 
success, but his themes and “Yog- 
Sothotherv’’ appear in movies like 
Evil Dead and Hellboy. Even television 
shows, from Star Trek to Futurama. 
periodically get in on the fun. 

So in retrospect, it only seems natu¬ 
ral that Lovecraft had his hand in the 
inspiration of Dungeons & Dragons 
as well. What might be surprising is 
just how- much he influenced the game. 


Leiber, and Robert Bloch made up only 


a handful of Lovecraft’s circle. Lovecraft 


followed his own advice and snuck in 
a Yig here and a Ghathanothoa there 
in the revision projects he worked on 
for hopeful writers, further seeding the 
names into history. He even went as far 
as to borrow names invented many years 
before by deceased wTiters: Hastur, for 
example, first appeared in the writings 
of Ambrose Bierce, and Dagon originally 
came from the religion of the Philistines. 
Lovecraft never used the term “Cthulhu 
mythos” to refer to these stories; the 
closest he got was oflhand references 
in some of his letters to “Cthulhuism & 
Yog-Sothothcry.” In a strange sort of w'ay, 
he and his friends engaged in a practice 
not dissimilar to the Open Gaming 
License of the d2() system, sharing their 
inventions freely to create something 
larger than the sum of its parts. 

Incredibly, this shared universe 
only picked up steam over the decades 


Of course, the most obvious Lovecraf¬ 
tian inspirations appear as the numer¬ 
ous times the Great Old Ones and his 
other monsters emerge with game sta¬ 
tistics. Undaunted by the fact that many 
of his inventions (including a blind idiot 
god, creatures far larger than planets, 
and intelligent colors) simply don’t 
translate well into “flesh and blood” 
statistics like a troll or a dragon might, 
many authors presented Lovecraftian 
monsters like shoggoths and their ilk 
for the various incarnations of the D&D 
rules through the ages. 

The first incarnation of Lovecraft’s 
works in D&D appeared in Dragon 
#12. with Robert |. Kuntz’s article, “The 
Lovecraftian Mythos in Dungeons & 
Dragons." and it immediately fell vic¬ 
tim to the continuity trap: Lovecraft and 
his friends didn’t limit themselves to 
strong continuity between stories when 


38 DRAGON 324 October 2004 






they used the rnythos. Different socict- 
ies worshiped the Great Old Ones in 
different ways, and as a result, a reader 
could come away with vastly different 
interpretations of the mythos, depend¬ 
ing on which stories he read. That 
article presented D&D statistics for 
several of Lovec raft’s Great Old Ones 
and lesser monsters, and it quickly 
generated a stir. A fan named Gerald 
Guinn was so taken aback by Rob’s 
interpretation of the mythos that he 
sent in a letter of complaint to the edi¬ 
tor. This letter, printed in issue #14 of 
Drac.on, suggested alternitive statistics 
for the Great Old Ones and monsters 
in tlu* earlier issue. Of course, both 
interpretations contained errors, yet 
at the same time both interpretations 
were equally valid. 

Next came the first printing of Deities 
iv Demigods for the first (‘dilion Advanced 
DnN (.ions k Dragons rules. Tins book 
presented no less than seventeen panthe¬ 
ons of Ili stork and fantastic deities and 
creatures for use in the game, and much 
to the delight of Ixmirafi fans every¬ 
where, the book included a beefy section 
on the Clhulhu mythos. Unfortunately, 
legal complications prevented the inclu¬ 
sion nl the Clhulhu mythos in the second 
printing of Deities Demigods, and for 
many long years, the game lac ked dircc t 
statistics for tin* Great Old Ones, fortu¬ 
nately, another game company, Chao- 
sinm Inc.. filled the void with their excel¬ 
lent ( all oj (lludhu roleplaying game. 

Then in 2002, Wizards of the Coast 
and Ch.iosium Inc. strut k a deal. Wiz¬ 
ards would produce a d20 version of Cha 
oMiim’s (dll oj (ihulhu roleplaying game. 



While entirely self-contained, t' 
introduced in Cut oi CrHVt.m a re quire 
compatible with D&D; the book ever 
includes an appendix filled w ith notes 
and suggestions on how to use the book 
in D&D campaigns. After an exile of 
nearly two decades, the Great Old Ones 
returned to Dung ions k Dragons. 


Numerous Dungeons* Dragons 
adventures published by TSR, Wizards 
of the Coast, and other companies over 
the years draw on Lovecraftian themes. 
Gary Gygax made the Dark God Than/- 
dun the focus of his adventure The For¬ 
gotten Temple ofTharizdun, in which a 
clan of giants and goblinoids moves into 
an ancient mountain temple that just 
might contain the imprisoned body of 
an eldritch demon god. Many years later, 
Return to the Temple of Elemental Foil 
took up Tharizdurfs torch again, further 
detailing the dark god of madness and 
entropy. Although Robert J. Kuntzund 
Gary Gygax created Thai izdun, he obvi¬ 
ously owes his pedigree to Lovecraft. 

In 1981. TSR released the second 
adventure for their Expert Rules for 
D&D: Castle Amber. I his adventure 
featured a family of lunatic s that dwell 
within the titular edifice. Adventur¬ 
ers who delved too deeply into Castle 
AiiiImt found themselves transported 
to a strangely haunted realm know n 
as Averoigne—the same Avcroigiie 
invented by one ol lovec raft s greatest 
friends, Clark Ashton Smith, who made 
liberal use of lovec raffs inventions (and 
several of his own) to craft a fantastic 
version of medieval France haunted by 


LOVECRAFT ON GAMES 

"There is a basic difference between the tense drama of meeting and overcoming an inevitable 
problem or obstacle in real life, and the secondary or symbolic drama of meeting or overcom¬ 
ing a problem or obstacle which has merely been artificially set up. The chess-player has no 
breathless sense of uncovering unknown secrets of the cosmos, as the real research scientist 
has; while the football-player lacks the intense exaltation of knowing that his efforts are neces¬ 
sary to save his country from disaster. Accordingly, I feel quite justified in believing that games 
and sports ought not to be ranked among the major phenomena of life. However—let it not 
be thought hat I am denying them any place whatever in the scheme of things. They have, 
undoubtedly, the poetic value of symbolism. Chess, by bringing into play the same human 
forces which are used in conquering the unknown and planning life, is a sort of ceremony in 
celebration of those forces—an exaltation of the forces as intrinsic things in themselves, all 
apart from the question of object.” 

—from a letter to Robert E. Howard; October 3. 1932 


vampires, necromancers, and teiitaded 
monsters that slithered in the nigmH / 

Several years later, in 1984. TSR ptw>- 
lished Mordenkainen's Fantastic Ad ven¬ 
ture. Not only did this adventure feature 
several artifacts inspired by Lovecraft 
(including the Silver Key of Portals and 
an ancient book of forbidden know ledge 
called the lome of the Black Heart), but it 
also contained several tantalizing hints 
to a mysterious lx>st City of the Elders. 
Many of Lovecraft’s stories revolve 
around the discovery of lost cities, most 
notably The Dream Quest of Unknown 
Kaclath (in which the hero sets out on 
a quest to find a lost city). At the Moun¬ 
tains of Madness (in which a lost city that 
holds the kc> to the his tor) of life on 
Earth is discovered in Antarctica), and 
The Shadow Out of Time (in which a lost 
city holds the mind-blasting secret to a 
man's amnesia). Certainly, something 
equally eldritch and terrible lurks in the 
Lost City of the Elders! 

Another adventure with a distinctly 
Lovecraftian feel is Bruce Cordell’s The 
Cates of Firestorm Peak. In this adven¬ 
ture. a fiery comet in the sky heralds the 
opening of a pair of vast doors on fire¬ 
storm Peak, giving the PCs a chance to 
infiltrate a massive dungeon tilled with 
progressively more alien and disturbing 
monstrosities. Deep inside f irestorm 
Peak lies a portal to an insidious region 
beyond sanity and light known only as 
the Par Realm, and the unknowable but 
hostile entities of this hideous region 
prepare to pass through into the world. 

One of the more recent d20 adven¬ 
tures to embrace lorn raft’s themes 
are the various Freeport adventures and 
supplements published by Green Ronin. 
In iu(t. then first publication, Death in 
Treeport, offered not only one of the first 
d20 produ< is available after the release of 
third edition D&D. hut it also featured a 
< ult ol demented lunatics who had more 
than casual ties to Lovec raft's snake-god 
Vig. as well as to a sinister ancient deity 
known only as the Unspeakable* One 
(who might or might not lx* I lasttir). 


Beyond the actual game statistics for 
the monsters and the adventure's based 
on Lovecraftian themes, an impressive 


October 2004 DRAGON 324 39 


LOVECRAFT ON 
FAFHRD AND THE CRAY 
MOUSER 


M |Harry O. Fischer and Fritz Leiber'sJ 
myth-cycle, originally started by Fischer, 
involves my own pantheon of Yog- 
Sothoth, Cthulhu, etc., and revolves 
round the adventures of two young 
characters (Fafhrd the Viking, modeled 
after Leiber—who is six feet four—and 
the Cray Mouser, modeled after the 
diminutive Fischer) in a vague congeries 
of fabulous and half-fabulous worlds of 
the remote past. Fischer's parts of this 
cycle are vivid but unformulated and 
disjointed, so that at present Leiber—the 
better craftsman—is the only publicly 
visible author of the pair." 

—from an unfinished letter to james F. 
Morton; March 1937 


number of established D&D conven¬ 
tions draw inspiration from his writing. 

Abolrlhs: These abominable ic blip ic 
monsters wotiId find themselves right 
at home in one of I ovecralVs stories. 

I oven rail loathed seafood, and this 
hatred often manifested in his work in 
the form ol sea monsters and terrible 
mysteries hidden in the depths of the 
ocean. 1 1 ist as the creatures in many 
ol his stories, the a hole! It are an alien, 
aquatic race'that builds\asl undervvatei 
i ilies and preys on humanity the same 
way we prey upon cattle. 

’flic Creator Race: In the I out.oi n\ 
Ri m us. the mysterious c realm race 
first rose to power and dominated the 
world. The concept ol an ancient race, 
advanced even when the world was 
young, in best represented in one ol 
I ovecralVs greatest works. \f f/ic Moun¬ 
tains oj Madness . In this short novel, a 
group of Antarctic explorers discover a 
primeval cits frozen in the ice beyond 
a range of impossibly tall mountains. 

\\ Idle exploring this e it\. they discover 
that 11u* inhuman denizens of the city 
c reated life on Earth, although it turns 
out that they created all other creatures 
to serve as slaves. These Old One's, like 
the Creator Race, moved on. hut their 
creations and discoveries remain to this 
day in their respective worlds. 

Evil Tomes: Dangerous hooks have 
been a Dungeons* Dkac.ons staple 
from the beginning. Magic tomes like 



the Book of Vile Darkness, the* Codex 
Infinite Hants, Iggivilv’s Demon iffr icon, 
and the Tome of the Black Heart contain 
sec rets so mind-numbing and souJ- 
wronching that merely glancing through 
their pages might ruin your character. 
Lovecraft made constant use of ancient 
texts and blasphemous tomes of 
knowledge, the most famous being the 
Necronomicon. Of course, the immediate 
effects of reading the Necronomicon were 
now here near those of reading a cursed 
D&l) book like the Vacuous Crimoirel 

The Far Realm; Originally introduced 
in Bruce Cordells adventure The Cates of 
Firestorm Beak, the Far Realm is a dimen¬ 
sion of madness and horror that lies 
Ix'yond the rim ol the planes, lovecraft 
often wrote of other dimensions and 
realms so alien to humanity that to know 
them tempted insanity, and more often 
than not. his monsters and Great Old 
Ones related c losek to these dimensions. 

Ghouls & Gliasts: I ovec rail wrote 
many stories about ghouls, some of 
\\ I lit h (like “The Outsider" or "Tic kman’s 
Model") featured them in this world, 
hul just as many placed them in Earths 
Dreamlands, a medieval parallel world 
that exists beyond dream and in a dimen¬ 
sion ot its own. In tilt* Dreamlands, 
degenerate humans who succumbed to 
the' taste' of human cadavers devolved 
into I era I monsters called ghouls. Yet 
the ghouls were in turn menaced by the 
gliasts, stronger ghoullike creatures who 
added cannibalism to their list of gas¬ 
tronomic al wie kedness. Gliasts remain 
one of the lew lovec ra Ilian monsters to 
directly become D&D canon. 

Mind Flayers: Of all the classic 
Dunc.i ons \ Dr vc.ons monsters, no 
creature* more blatantly owes homage 
to I .ovec raft Ilian the mind Haver. Apart 
from a difference in si/e* (and a lack ol 
rudimentary wings), the* mind flayer is 
the spitting image of Lovecraffs most 
famous monster. Great Cthulhu. Yet 
the' influence extends far beyond the 
mere physical. As with I ovecralVs alien 
Mi-Go. mind flayers obsess over brains. 
Whereas the' Mi-Go extract human 
brains and ensconce them in metallic 
cylinders that allow the brain a terrible 
continuance of life, mind flayers use 
llie'iu as a source of food and reproduc¬ 


tion. Also, just like the ancient Great 
Race featured in "The Shadow Out of 1 
Tune", mind flayers build great uiuf r- 
ground cities and travel through the 
dimensions by projecting their minds 
and thoughts outward through the gulfs 
of reality. Finally, fhc mere fact that 
mind flayers blast the minds of lesser 
creatures into reeling despair cine lies 
the deal: the mind flayer might he the 
most passionate attempt to capture 
l.ovecrafl w ithin the constraints of D&D. 

Sahuagin and Kuo-Toa: In Tlu 
Shadow Over Innsmouth," a traveler 
comes to a decaying Massachusetts 
sea port only to realize almost too late 
that the malformed citizens of the 
town interbreed with a race of fishlike 
humanoids from the deep. These deep 
ones build vast underwater cities and 
often seek contact with human settle¬ 
ments loi their own nefarious ends. 

In D&D. the sahuagin and the kuo-toa 
offer the* c loses! analogs. The connec¬ 
tion to I ovecralVs deep ones becomes 
even stronger with the introduction ol 
malenti. sahuagin offspring identical in 
appearance to aquatic elves and used to 
infiltrateelveu cities to inflict mayhem. 

Serpent Folk: More' horrific anthropo 
morphic animals appear in I .ovecralVs 
writings than just fish-people. I Ic- also 
mentions races ol serpent folk in many 
of his stories, and although he never 
touches much on these creatures in 
his writing, they appear quite often in 
Robert I I Inward's stories, particularly 
in certain tales of King kull. In any case*, 
tlu* serpent folk worship ) ig. a snake 
god invented by Lovec.rail for one ol Ins 
revision clients. As with fish-men. D&D 
has a long tradition of snake-people. aN 
yuan-ti appeared in the I9KI adventure 
Duellers in the Forbidden City (wliic li 
coincident!) also introduced aholeths). 

The Silver ke\ of Portals: I ovec rail 
wrote two stories that foe.used on a 
magic artifact called the Silver Key: a 
device that served as a locus ol sorts 
and allowed its owner to travel through 
various dimensions and unlock hid¬ 
den portals. In 1984’s Mordenkainen's 
Fantasia Adventure (recently revisitext in 
issue#! 12 of Dt \<.,h»\), Mordenkainen 
himscll owns an artifact called the Silver 
Key of Portals that unlocks any door, and 


40 DRAGON 324 October 2004 



(in its third-edition incarnation) allows 
travel through the dimensions as well. 

The Underdark: Finally, we come to 
the Underdark. The concept of a vast 
underground world is not unique to 
D&Dor to Lovecrafl Yet the Underworld 
as described in I < net raft's The Dream 
Qwest of Unknown Kadath bears a slrik- 
iug resemblance to the Underdark, In 
llie Dreamlands, the Underworld holds 
a vast network ol lightless caverns and 
tunnels below the surface of die world, 
where the gods banished the gugs. a race 
of hairy gtanls. Numerous other races, 
sui h as ghouls and ghasis. also populate 
the Underworld. Thefetislimeiit of the 
gugs mirrors in many ways I lie banish' 
men I of I he dmw to the Uuderdark. and 
holli also sh,nv ihecomcpl of inonstmus 
civilizations m 1 he dark below, finally, 
lheiv + s the simple lael I hat ihemajorit) 
ol | he Unet radian races (tn<>si notably 
the a hotel h utld the i Hi I bids) dwell in the 
deepest reaches ol the UilderdarL 

So how do you include louvrall in your 
t>X 1) eani|xiigu? I-orlmulely, several prod 
tiiIs already present the majoniy ol game 



mechanics you might need Th^d20 Col/ 
oj Ohulhu roleplaying game offers count 
less tools and rules lor using Lovcci^man 
themes in Du mu i ons * D wagons. The 


a band of hybrid pirates and smugglers 
who might just hide a terrible secret in 
common with one of your PCs. lYahajl at 
the very least you might do what tovecraft 


statistics there need some Iweaking In did so many times and simply drop a few 


convert over to the revised D& D rules. names. Perhaps not all of your players will 


For madness in D&D, you should check catch the tine meaning behind the strange 
out Unearthed Arcana, wliieh reprints the reference to sonlething itamed " Yog- 

sanity rules, from tltal game in great detail. Sothoth" in the local vicar’s diaiy, but iliose 


Yet. even if you don’t own CtiB of Clhuthii who do wifi uol soon lorgel lhe discovery! 
(which contain statistics loi dozens of 


Unenahian monsters, Ureal Old Ones, 


magic ileans, and spells) or Uircnrt/uv/ 
Airanu. you can si ill run an effective 
f oveaa Than-themed campaign simply 
by reading fiis siories and using them 
as inspiration for your ad vent uim The 
radioactive menace from 'The Coloni oul 
ol Spate could convert to a half-fiend will 
o-wtspghosi | ha I appears on a farm a Her 
a freak l ift op$ns and closes belween llie 
Material Plant* and llie Abyss. The villain 
from "'llie Si range Case nl Charles IVxler 
Ward" t on Id be a biller an.me spetli aslei; 
shinuled by llie 1 1 m m l h. who somehow 
lonnd an anane (and tni|XT led) solulion 
to file alterdeath. I he filulai kxation 
from Tile Shadow over Innsmmith” 
could Income the fuse el o|xaalious lor 


All til lovecraft s stories remain avail¬ 
able in bookstores in various editions 
(both paperback and hardcover)* Arkliam 
1 louse Publishers, Inc. still publishes 
I be definitive editions, which, il you * ant 
find them a I your loc.il IxMikslore. can lx* 
purchased online at arkhamhouse.eoni. 
l oveeraft s fit lion and revisions (whit h 
in many cast's, are almost compleleh Ins 
own willing) are collet led in I he follow 
tug lour Arklumi I louse volumes: 

The Dummch / fenw ami ( Hher\ 

\t the Mountains oj Madness and 
(>/hf r Mu* tffrrr /ides 

Jktgon fuif/ ( hlter Mat aim Vales 
The Horror in the Museum and Other 
Revisions tT 


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odwfck 25 for thrills, 
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I n the Ebbrron Campaign Setting t 
mortals touch another plane when 
they sleep: Dal Quor, the Region of 
Dreams, The quori t outsiders that gave 
birth to the kalashtar and the Inspired, 
claim this realm. Dal Quor is a plane 
of flowing shadows, constantly shifting 
to reflect the subconscious desires of 
mortal minds and the lesser spirits that 
prowl its fringes. 

The Eberrqn Campaign Setting 
describes one inhabitant of Dal Quor: 
the tsucora quori, which feeds on the 
primal fears of its victims. This article 
presents seven additional denizens of 
dream, divided into three categories: 
eidolons, drifters, and the quori. 

/tit kvfcmy ik TW 1 H 5 

Every nighedreamers psychically project 
their minds to Dal Quor, The mechan¬ 
ics and possibilities of adventuring in 
dreams could easily provide enough 
material for an entire article, but the fol¬ 
lowing rules can aid a DM who wants to 
take her party into the Region of Dreams. 

The simplest way to handle dream 
encounters is to allow the dreaming 
characters to possess the same equip¬ 
ment. prepared spells, or power reserve 
they have in the waking world. However, 
other possibilities certainly exist. A 
fighter might find himself battling with¬ 
out his armor. A wizard could have no 
spells whatsoever, or she could find she 
has access to arcane knowledge of which 
she had only dreamed. 

Under normal circumstances, a 
character's dreams cannot harm him, 
although some natives of Dal Quor have 
abilities that can affect creatures on 
other planes. A character usually faces 
only figments of his imagination in Dal 
Quor, and most Dal Quor denizens can 
only force the character to wake up from 
his nightmare, 

Only creatures native to the plane 
of Dal Quor can physically travel to it. 
Nonnative creatures can reach Dal Quor 
only in dreams, and the plane manifests 
nearly everything in their dreams as a 
figment. In other words, a sleeping char¬ 
acter who dreams of battling monsters 
fights only figments manifested by the 
plane, not real monsters. The character's 
“dreamseir is also a figment; no harm 


TM tKr 

TWtUCJ 


The creatures of Dal Quor are denizens of 
the mind, and many have natural psionk 
abilities. However, if your campaign doesn't 
use psionics, you can make the following 
changes to fit the quorf into your campaign. 

* Replace power resistance with 
spell resistance. 

* An Autohypnosis check can be made to 
resist fear or the secondary effect of poi¬ 
son. A dying character can substitute a DC 
15 Autohypnosis check for the usual stabi¬ 
lization check. 

* Put Knowledge (psionics) skill ranks into 
Knowledge (arcana) until that skill has the 
maximum allowable ranks, then put the 
remainder into Spellcraft skill ranks. Put 
Psieraft skill ranks Into Spellcraft until that 
skill has the maximum allowable ranks, then 
put the remainder into KnowEedge (arcana) 
skill ranks. If the re are skill ranks leftover, 
place them into KnowEedge (the Planes), 

* Treat inertial armor as mage armor. 

Hob: Treat the hob s power of metamor¬ 
phosis as polymorph, except as noted in the 
ability description. Its Metamorphic Transfer 
feats, essential to the creature's abilities, 
allow It to gain two of the supernatural abili¬ 
ties of a form ft turns into, usable three times 
per day each. 

Spell shadow: Replace the spell shadow's 
Psionic Hole feat with Dodge, 

Du 1 ora Quark Swap out the dulora’s 
Ghost Attack, Power Penetration, and Ps ionic 
Fist feats with Improved Natural Attack 
[from the Monster Manual), Spell Penetra¬ 
tion, and Weapon Focus (slam). 

that befalls the "dreatnself 1 actually 
harms the dreaming character. Normal 
rules also don't always apply, thus 1st- 
level wizards might be able to cast disin¬ 
tegrate spells on Dal Quor, while goblins 
could have a thousand hit points. 

Real creatures do exist on Dal Quor, 
however. A dreaming character con¬ 
fronted by such a creature can attack it 
using any of her true abilities and weap¬ 
ons. Thus, a 1 st-level wizard confronted 
by a real quori on Dal Quor cannot 
harm the creature with imaginary “fig¬ 
ment spells" beyond her natural ability, 
such as disintegrate. However, a spell- 
caster can cast any spell she normally 
has to deal real damage to the real crea¬ 
ture, The speltcaster then loses the spell 
from memory (or she uses her spell 
slot) as normal for her spellcasting class 
until she wakes up. Similarly, a 1 st-level 
fighter might dream of slaying monsters 


Replace the p$Mike abilities of the du'lora 
with the following spell-like abilities: At 
wiW—mage hand, message; 3/day— confusion, 
mage armor, true seeing; 1 /day— blasphemy, 
cure serious wounds. (When a du'lora uses 
confusion, its victim aEso adds 1094 to the 
roll made determine the victim's action each 
round.) Caster level 10 th. 

Hashalaq Quark The euphoric touch abil¬ 
ity should have the effect of Jio/d monster. 
Replace the psi-like abilities of the hashalaq 
with the following spell-like abilities; At 
will— charm monster, detect thoughts , mage 
hand, message; 3 /day— cure moderate wounds , 
discern lies , mage armor, touch of idiocy; 1 / 
day— dream, polymorph, scorching ray, vam- 
pine touch. Caster level Sth. 

Kalaraq Quori; Replace the kalaraq's 
Empower Psi-Llke Ability, Power Penetra¬ 
tion, and Quicken Psi-Like Ability feats with 
Empower Spell-Like Ability (from the Monster 
Manual), Spell Penetration, and Quicken 
Spelt-Like Ability (from the Monster Manual), 

Focused mind seed transforms the person¬ 
ality of the victim Into a mirror of the kalaraq. 
The process takes one week and requires a 
miracle or wtsb to stop it. Replace the psi-like 
abil ities of the kalaraq with the following 
spell-llke abilities: At will— charm monster, 
enervation, greater dispel magic, mage armor, 
invisibility, mage hand, mass hold person, mes¬ 
sage, touch of idiocy; 3/day —-finger of death, 
horrid wilting insanity; 1 /day— mind blank. 
Caster level Ifith. 


with an imaginary +5 longbow, but when 
tonfronted by a real denizen of Dal 
Quor, the fighter's imaginary weapons 
deal no damage to the creature. If he 
wishes to deal real damage, the fighter 
must use his actual statistics and pos¬ 
sessions from the real world, including 
ammunition (although upon waking 
he finds that he actually spent none of 
his ammunition). Similarly, a quori can 
attack a "dream character” on Dal Quor, 
dealing real damage with its natural 
weapons. Even then, a slain “dreamseir 
results only in the character waking up, 
uninjured, as damage sustained on Dal 
Quor doesn't translate to real damage on 
the Material Plane, (Only quori with the 
invade dreams ability or a similar ability 
can truly harm creatures on the Material 
Plane.) Dreaming characters can kill 
quori on Dal Quor, which is why they 
prefer to use their invade dreams ability 


October 2004 DRAGON 324 




El ? 


Not running an Eberrqn campaign or 
planning on using a Region of Dreams 
in your game? You can still make use of 
these great new monsters. 

The hob and s pel [shadow are easy to 
adapt Both can exist in your game world 
without much modification. If you feel you 
need to, you might change their creature 
types to something other than outsider. 
Monstrous humanoid makes a good 
choice for the hob h and a spell shadow 
makes an interesting aberration. Either 
could also be a great undead creature. 

The quori might more easily exist in a 
non-EBERRON game without their dream^ 
lords theme. They could be new types of 
devils, or with an alignment change, new 
types of demons. If you want to ground 
them in your world, the du'lora and 
hashalaq make cool aberrations, and the 
kataraq could be a frightening undead. 


and not attack dream characters in the 
Region of Dreams, 

Whenever a dreaming character 
encounters a creature on Dal Quor, he 
has a chance to figure out whether it is 
merely a figment of his imagination or 
a truly dangerous native denizen of the 
plane. By interacting with the creature 
(such as speaking with it or fighting it), 
the character can make a DC 15 Will 
save as if disbelieving an illusion. If the 
character succeeds at the Will save, he 
knows the true nature of the creature. 
The DM should adjust the DC according* 
to how closely the creature resembles 
reality (for example, a seemingly unst¬ 
able goblin should lower the DC)* 

E<peti£HCf m PuwhS 

Usually it is inappropriate to pro¬ 
vide characters with XP rewards 
for challenges they face in their 
dreams* People dream every 
night, after all! However, if the 
party spends an extended amount 
of time dealing with dream encoun¬ 
ters. the DM might want to give the 
characters a small story reward. 

If an adventure cannot conclude with¬ 
out spending some time on Dal Quor, 
dream plane encounters should provide 
a set percentage of the experience reward 
such encounters would otherwise grant. 
As long as an encounter includes real 


creatures on the plane (such as quod) 
instead of merely figments, the PCs 
should receive some sort of reward. Eido¬ 
lons and other figments should never 
provide XP, except as noted above. Other 
creatures should provide roughly half 
their usual experience if the encounter 
takes place solely on Dal Quor, 




The quori claim the heart of Dal Quor 
as their realm, and dreamers rarely 
reach that center. Instead, dreamers 
prowl the fringes of the plane, shaping 
the mutable environment with their 
subconscious desires. 

Characters most often encounter 
eidolons in the fringe realms of Dal 
Quor, Much like an illusion, an eido¬ 
lon is an imaginary creature conjured 
to play a role in the dream. While an 
eidolon might appear to act in an intel¬ 
ligent manner, an eidolon possesses no 
sentience, it simply fulfills a role in the 
dream, reacting in the required way to 
meet the needs of the story Although 
mindless, eidolons react as if 
they possessed intelligence, and 
thus mind-affecting effects affect 
them normally. 

An eidolon can appear as any 
creature and typically possesses 
that creature's 


standard statistics. However, two excep¬ 
tions exist: nightmare eidolons and idyl¬ 
lic eidolons. Nightmare eidolons have 
far greater power than the creature they 
appear as, whereas idyllic eidolons are 
remarkably easy to defeat* A nightmare 
eidolon uses statistics from a creature 
more powerful than the apparent crea¬ 
ture (as measured by the creatures' 

CRs), while an idyllic eidolon uses the 
creature statistics of a much weaker 
creature, If you intend to have the PCs 
dream without the players knowing, 
you should use statistics for creatures 
with roughly similar abilities* If the PCs 
face dream monsters and their players 
already know it (or you dorit care if they 
figure it out), use whatever statistics you 
wish. 

Eidolons of Dal Quor are different 
from the rogue eidolons introduced in 
Monster Mammal IL 


*5 




In between the purely imaginary eidolons 
and Dal Quor's true children (the quori) 
lurk the drifters—bizarre creatures 
emerging from the collective minds 
i of Eberron’s inhabitants to prey 
k on dreaming souls. Drifters 
mk possess sentient intelligence 
H and can exist outside of a 

dreamer's imagination, but 
mk they have no common char- 
H acteristics with one another. 
Drifters do not reproduce 
naturally; they emerge 
fully formed within the 
fringes of Dal Quor. 
The following two 
drifters represent 
merely the tip of 
the iceberg. 


Small Outsider (Chaotic, Extra planar) 
Hit Dice: 8d8+24 (GO hp) 

Initiative: +9 
Speed: 40 ft (8 squares) 

Armor Class: 20 (+5 Dex, +1 size, +4 
natural), touch 16 T fiat-footed 15 
Base Attack/Grapple: +8/+S 
Attack: Claw +10 melee (ld3+l) 

Full Attack: Two claws +10 melee 
(ld3+l) and bite +5 melee (ld4) 
Space/Reach: 5 ft./5 ft* 



46 


ORACON 324 October 2004 









Special Attacks: Darkest fears, 
paralyzing fear 

Special Qualities: Damage reduction 
5/magic, immunity to mind-affecting 
effects, immunity to poison, metamor¬ 
phosis power resistance 10. see in dark¬ 
ness, telepathy, tongues 
Saves: Fort +9, Ref+11, Will +8 
Abilities: Str 12, Dex 20, Con lb, Int 10, 
Wis 15, Cha 18 

Skills: Bluff+15, Disguise +25* (+27 
acting), Hide +20, Intimidate+17, lis¬ 
ten +13, Sense Motive +13, Spot +13, 
Tumble+16 

Feats: Improved Initiative, Metamorphic 
Transfer (2) 

Environment: Dal Quor 

Organization: Solitary 

Challenge Rating: 8 

Treasure: Standard 

Alignment: Usually chaotic neutral 

Advancement: 9-16 HD {Small). 17-24 

HD (Medium) 

Level Adjustment: — 

A hunched humanoid lurks in the shadows, 

/I Sands ahonf 3 feet talk and a patchwork 
of black scales and mangy fur covers its skin, 
/fs bestial head is almost as large as its torso. 
u?ith 3 foot-long arms tipped with widows 
cWs. ft snar/s, revealing a mouth full of 
rotting fangs* 

The predatory hob feeds on the fears 
of mortal minds. Solitary by nature, 
hobs roam the fringes of Dal Quor 
searching for prey. The inscrutable 
mind of the hob makes it immune 
to mind-affecting spells and powers, 
and as a result, hobs sometimes pose 
threats to quori; hunting parties of 
tsucora and dulora quori occasionally 
roam the border realms, exterminat¬ 
ing any hobs they find. Some sages 
believe that hobs occasionally find a 
way to reach EBERRON,and encounters 
with hobs might account for more 
than a few folk tales. 

A small humanoid creature in its nat¬ 
ural form, a hob has a hunched posture, 
long arms, and a vaguely feline head 
almost as large as its torso. It typically 
runs on all fours. 

Hobs can communicate telepathi- 
cally with any creature with a language 
within 100 feet. 


A hob typically hides in the dream scape 
of Dal Quor, searching the minds of 
dreamers for an appropriately terrify¬ 
ing nightmare scenario. Once it finds a 
suitable choice, it uses its metamorphosis 
ability to take the form of a creature 
appropriate to the setting of the night¬ 
mare, targeting the source of the night¬ 
mare with paralyzing fear, 

A hob fights to satiate its appetite for 
mortal terror. The death of a single crea¬ 
ture sates its needs, and it attempts to 
flee soon thereafter. 

Darkest Fears (Su>; A hob knows the 
deepest fears of all creatures within 100 
feet and uses this information when 
choosing what forms to assume. This 
requires no concentration or effort on 
the part of the hob: it is a continuous, 
intuitive sense. This also allows the hob 
to detect the presence of any thinking 
creature within 100 feet. 

This power provides the hob with 
enough information to carry out a con¬ 
vincing impersonation. If a character 
fears an evil fighter, the hob knows 
how the character expects the fighter to 
behave. This provides the hob with a +5 
circumstance bonus on Bluff and Intim¬ 
idate checks when it plays to a specific 
character's fears. 

Paralyzing Fear (Su): If the hob takes 
the shape of what creature a single 
enemy fears most, the hob can para¬ 
lyze its victim with unreasoning terror. 
The DM and the character's player can 
work together to determine what crea¬ 
ture a character fears most. Faced with 
this apparition, the victim must suc¬ 
ceed at a DC 18 Will save or be dazed 
and unable to take any actions for as 
long as the hob retains that shape or 
until the character makes a successful 
saving throw. The victim may attempt 
a new Will save each round until he 
succeeds or until the hob changes 
into a different shape, at which time 
he breaks free of the daze effect and 
is immune to that hob's paralyzing 
fear ability for the next 24 hours. In 
addition, if the hob makes a success¬ 
ful attack against a dazed victim, that 
victim must immediately attempt an 
additional DC 18 Will save or become 
panicked for 2d4 rounds. 


This is a mind-affecting fear 
effect. The saving throw DCs are 
Charisma-based. 

Metamorphosis (Sp): A hob can 
change its shape at will as a free 
action. This works just like the 
metamorphosis power, except that the 
hob's Metamorphic Transfer feats 
allow it to assume up to two of the 
extraordinary or supernatural abili¬ 
ties of its new form, in addition to 
keeping all of its own innate abili¬ 
ties. A hob can use an adopted power 
only 3 times/day. The hob can main¬ 
tain the new form indefinitely, but it 
resumes its natural form if it killed 
or knocked unconscious. 

Skills: The hob receives a +10 bonus 
on Disguise checks when using its meta¬ 
morphosis ability, 

00 

Medium Outsider (Chaotic, Extraplanar, 
Incorporeal) 

Hit Dice: 6d8+6 (33 hp) 

Initiative: +8 

Speed: Fly 40 ft (perfect) (8 squares) 
Armor Class; 16 (+4 Dex, +2 deflection), 
touch 16, flat-footed 12 
Base Attack/Grapple: +6/— 

Attack: Incorporeal touch +6 melee (ld6 
plus spell theft) 

Full Attack: Incorporeal touch +6 melee 
(ld6 plus spell theft) 

Space/Reach: 5 ft/5 ft. 

Special Attacks: Spell theft 
Special Qualities: Arcane empower¬ 
ment, incorporeal traits, mage sense, 
power resistance 17, see in darkness, 
spell resistance 17, superior hide in 
plain sight 

Saves: Fort +6, Ref +9, Will +7 
Abilities: Str —, Dex 18, Con 12. Int 6, 
Wis 14, Cha 15 

Skills: Hide +23, Knowledge (arcana) 

+7, Listen +13. Search +7, Spellcraft +9, 
Spot +13 

Feats: Alertness, Improved Initiative, 
Psionic Hole 
Environment: Dal Quor 
Organization: Solitary or gang (2-5) 
Challenge Rating: 5 
Treasure: None 

Alignment: Usually chaotic neutral 
Advancement: 7-16 HD (Medium) 

Level Adjustment: — 


October 2004 DRAGON 324 


47 






A vaguely human-shaped appaiition dis¬ 
torts the air. On closer examination, tiny 
letters and symbols inscribed on the air in 
faintly glowing imergy define the lines of 
its body 

The speUshadow feeds on the knowl¬ 
edge of wizards and other arcane 
spellcasters. Some sages assert that 
speUshadows manifest from the thirst 
for arcane knowledge—that wizards' 
desires for mystical power take form in 
Dal Quor and feed on their creators. 
Unless a character actively tries to 
keep an eye on it the mere ripple of air 
that marks a speUshadow is difficult 
to spot. It has the vague outline of a 
humanoid form, composed of mystic 
symbols and runes. When it uses its 
spell theft ability, the words that com¬ 
prise its body briefly flare with mystical 
energy; otherwise, the speUshadow 
is virtually impossible to see. A spell- 
shadow understands Common and 
Draconic, but it never speaks. Its only 
sounds come from the whisperings of 
the distorted fragments of spells it has 
stolen in the past, 

(JmM“ 

Hunger drives a speUshadow, If a 
group has no arcane $ podcasters, the 


speUshadow avoids contact 
entirely. Otherwise, it uses 
stealth and its incorporeal 
nature to ambush spellcast- 
ers, appearing on top of 
them and draining magic 
as quickly as possible. 

While not terribly intel¬ 
ligent in most situations, 
a speUshadow possesses a 
keen instinctive sense of 
the tactical uses of magic 
and uses its stolen spells to 
deadly effect. If it drains all 
the spells that it can from 
the party, it attempts to flee. 
Spell Theft (Su): The 
touch of a speUshadow 
drains away arcane energy 
and knowledge, stealing 
prepared spells. Whenever 
a speUshadow makes a 
successful melee attack, 
it drains ld6 arcane spell 
levels from the victim. The speUshadow 
steals one random prepared spell or 
spell slot of the highest level it can. It 
then steals the next highest-level spell 
it can, up to the spell level amount it 
rolled. For example, a speUshadow that 
strikes a Sth-level wizard and rolls a 5 
for its sped theft first steals a random 
3rd-level spell (if the wizard still has one 
prepared) and a random 2nd-level sped. 
Against a Sth-level sorcerer, the same 
roll would result in the speUshadow 
draining two 2nd-level spell slots and a 
1 st-level sped slot. 

For every 2 Hit Dice it possesses 
above 6, a speUshadow gains a +1 bonus 
to its spell theft damage roll; thus a 10 
H D spell shadow rods ld6+2 and has 
the potential to steal Sth-level spells. 

The speUshadow can store a maximum 
number of sped levels equal to four 
times its Hit Dice. 

This is one of the rare cases where 
dream damage affects the real world: 
when a speUshadow drains a spell, the 
victim cannot make use of that sped or 
spell slot for 24 hours. 

A speUshadow can cast any sped it 
steals as a 6th-level caster. If the sped- 
shadow steals a spell slot from a spell- 
caster that does not prepare spells, it 
can use that sped slot to cast a spell the 


spellcaster knows that is appropriate for 
the level of the sped slot. 

Arcane Empowerment (Ex): A spell- 
shadow feeds on arcane energy. When¬ 
ever it uses its sped theft ability, it heals 
a number of hit points equal to the num¬ 
ber of spell levels drained. In addition, 
any time an arcane spell affects the spell- 
shadow, it automaticady heals a number 
of hit points equal to the spell's level 
This healing occurs before any effects of 
the spell are resolved. A sped that fails to 
get by the spellshadow’s sped resistance 
doesn't heal the speUshadow, 

Mage Sense (Su): A speUshadow can 
sense any form of magic within 200 
feet, as greater arcane sight, but without 
actually needing to see the target. In 
addition, the speUshadow can sense the 
presence of prepared arcane spells not 
yet cast and unused arcane spell slots, 
which serve as the food of the speU¬ 
shadow, This ability allows the speU¬ 
shadow to ignore magical invisibility 
and to automatically disbelieve illusions 
without the need for a saving throw, 

Superior Hide in Plain Sight (Ex): A 
speUshadow can hide while observed 
and even when it does not have cover 
or concealment. 

Skills: A speUshadow receives a +10 
racial bonus on Hide checks. 


Intelligent and immortal, quori 
inhabit the central regions of Dal 
Quor, Cruel but sophisticated, most 
quori prefer psychological torment 
to physical conflict Quori patience 
knows no end. and they can wait 
decades to take vengeance on a foe or 
bring a plan to fruition. While often 
deadly opponents, most quori want 
to control every aspect of a battle: if 
caught by surprise, a quori might flee 
from an inferior foe, returning when 
it has the upper hand. 

Quori Subtype: Quori is a subtype of 
the outsider type. It refers to a native of 
the plane of Dal Quor. 

Traits: A quori possesses the follow¬ 
ing traits (unless otherwise noted in a 
creature's entry). 

—Energy Resistance (Ex): A quori 
has resistance to acid 10, cold 10, and 
Are 10. 


48 


DRAGON 324 October 2004 






—Greater Teleport (Su); On the plane 
of Dal Quor, a quori can use greater 
teleport at will as the spell cast by a 14th- 
level caster, except that the quori can 
only transport itself and up to 50 pounds 
of objects. This ability does not function 
on other planes. 

—Immunities (Ex); Quori are 
immune to charm, fear, and sleep effects. 

—Power Resistance (Ex): A quori 
gains power resistance equal to 11 + its 
Hit Dice, 

—See in Darkness (Su): A quori can 
see perfectly in darkness of any kind, 
even darkness created by a deeper dark¬ 
ness spell. 

—Telepathy (Su): A quori can commu¬ 
nicate teiepathkally with any other crea¬ 
ture that has a language within 100 feet, 

Quori Special Abilities; Quori that 
meet certain prerequisites gain the fol¬ 
lowing additional special abilities. 

—Invade Dreams ($p): Once per day, 
a quori with at least 9 Hit Dice residing 
on the plane of Dal Quor can cast dream 
or nightmare on a specified creature on 
another plane. When appearing in a 
dream , a quori can assume an alternate 
form, as if using alter self. The caster 
level for this ability equals the quori's 
Hit Dice. The save DC for the nightmare 
version of this ability is Charisma-based. 

—Possession (Su): A quori with at least 
4 Hit Dice and a Charisma of 13 can 
shuck its physical form on Dal Quor and 
take on an ethereal spirit form, its spirit 
can then possess a suitable and willing 
human host (referred to hereafter as a 
‘human vessel"). While in ethereal form, 
the quoris corporeal body lies senseless 
on Dal Quor in a state of suspended ani¬ 
mation, Direct damage or exposure to an 
extreme environment harms it normally. 
The quori can roam ethereally as long as 
it wants, but the ethereal quori dies if its 
body is destroyed. It instantly returns to 
its body if dtspri magjtc (or a similar effect) 
is successfully cast on the quoris body. 

An ethereal quori spirit can attempt 
to possess a human vessel as a standard 
action. First, it must be adjacent to the 
desired human vessel Second, the 
human vessel must have the same align¬ 
ment as the quori and have a Charisma 
score equal to or greater than the quori's 
Charisma score. Finally, the human ves¬ 


sel must be willing to accept the quori 
spirit and cannot be warded by a protec¬ 
tion from ml spell or similar effect. 

A possessing quori spirit has 
immediate access to all of the human 
vessel's thoughts and memories, and 
takes lull control of the body, the union 
making what people of Eberron refer 
to as “Inspired," 

Physical harm to the human vessel does 
not harm the quori. Killing the human 
vessel forces the quoris spirit back onto 
the Ethereal Plane, where it can attempt 
a new possession. Not even ethereal crea¬ 
tures can harm a possessing quori, 

A quori spirit possessing a human 
vessel grants the receptacle a +4 profane 
bonus to Charisma, The human vessel 
loses this profane bonus if the quori 
spirit is banished or otherwise expelled 
(by a dismissal spell, for example). 

If a human vessel's Charisma score 
ever drops below 13, the possessing quori 
spirit is no longer able to inhabit the 
human vessel and is immediately expelled 
and thrust into an adjacent square, 

A quori spirit retains its psi-like abili¬ 
ties and spell-like abilities while possess¬ 
ing a human vessel. However, it cannot 
use any of its extraordinary or supernat¬ 
ural abilities. The quori spirit combines 
its skill ranks with those of its human 
vessel and either retains its mental abil¬ 
ity scores or adopts the mental ability 
scores of the human vessel, whichever 
are higher, 

Vu Qfycm CTUl 

Large Outsider (Evil, Extra planar, Law* 
fill, Psionic, Quori) 

Hit Dice: lQd8+50 (95 hp) 

Initiative: +1 

Speed: Fly 70 ft. (perfect) (14 squares) 
Armor Class: 18 (+1 Dex, -1 size, -t-8 
natural), touch 10, flat-footed 17 
Base Attack/Grapple: +1Q/+21 
Attack: Slam +16 melee (ld6+7) 

Full Attack: 3 slams +16 melee (ld6+7) 
Space/Reach: 10 ft,/10 ft. 

Special Attacks: Aura of fur), burning rage, 
constrict (ld6+10), improved grab, invade 
dreams, possession, psi-like abilities 
Special Qualities: All-around sight, dam¬ 
age reduction 10/good, greater teleport, 
immunities, outsider traits, power resis¬ 
tance 21, resistance to acid 10, cold 10, 





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darkness, telepathy 
Saves: Fort +12, Ref +8, Will +11 
Abilities: Str 24, Dex 13, Con 20 ? Int 15, 
Wis 18, Cha 11 

Skills: Autohypnosis +18, Bluff+15, 
Concentration +15, Diplomacy +11, 
Intimidate +19*, Knowledge (psionics) 
+19, Knowledge (the planes) +15, Listen 
+16, Move Silently +15, Psicraft +17, 
Search +21*, Sense Motive +20, Spot 
+20*, Survival +16 (+18 on other planes) 
Feats: Ghost Attack, Power Penetration, 
Psionic Fist, Track 
Environment: Dal Quor 
Organization: Solitary or pair 
Challenge Rating: 8 
Treasure: Standard 
Alignment: Usually lawful evd 
Advancement: 11-20 HD [Large); 21-30 
HD (Huge) 

Level Adjustment: — 


Tins creature is a whirlwind of eyes, untigs, 
and shadow. Dozens of eyes study you as 
die creature spins about in midair: human 
eyes, insect eyes, and a luminescent dragon's 
eye larger than your head, Its wings are an 
equally unlikely assortment , and if is diffi¬ 


cult to see how they can possibly support its 
weight, A layer of smoky shadows wreathes 
the entire mass. Three dark tendrils reach 
out for you, and you feel a wave of hatred 
slam against your mind. 


A du'Iora quori is a spirit of rage, capable 
of driving mortals mad with its very pres¬ 
ence, As the guardian spirits of the quori, 
the myriad eyes of du'Iora sentinels watch 
the vaults of the Dreaming Dark, In times 
of battle duloras fight in the vanguard, 
watching dispassionately as their enemies 
turn on one another to satisfy their blood- 
lust, While a du'Iora feeds on the rage 
of others, the fiends themselves are cold 
and calculating. The typical du’Iora enjoys 
tearing apart its opponents and burning 
their souls with Barnes of pure anger, but 
it remains a clever tactician and uses its 
aura of madness to sow chaos and confu¬ 
sion among its enemies. 

Where tile tsucoras constantly fight for 
position within the ranks of Dal Quor, 
du’loras serve the Dreaming Dark con¬ 
tentedly Battle defines the existence of a 
du'Iora, and these fiends spend their lives 
eagerly awaiting die next opportunity to 


match wits with a cunning foe, Du'loras 
often help the hashalaqs maintain order 
in Dal Quor, providing physical power to 
deal with traitors or troublemakers iden¬ 
tified by hashalaq inquisitors. 

A maelstrom of eyes and wings sus¬ 
pended in a whirlwind of shadow, a 
du'Iora appears insubstantial, but the 
shadowstufTthat forms it is actually solid. 
A du'Iora fights by grappling its enemies 
with smoky tentacles formed from this 
dark matter. 

Du’loras speak Common. Infernal, 
Quori, and Riedran. 

(ttM - 

Cunning tacticians, typical du'loras 
use fury as a weapon. A common tac¬ 
tic among duloras puts them close to 
speilcasters as soon as possible, where 
their burning rage ability strips the spell- 
casters of their ability to use magic or 
sophisticated tactics. Once a spellcaster 
has succumbed to burning rage, the 
du'Iora turns its attention to others m the 
group, id insinuation works particularly 
well for causing dissension in the ranks, 
forcing the enemies of the du'Iora to 
fight one another. 

A du’l ora's natural weapons are 
considered evil-aligned and lawful- 
aligned for the purpose of overcoming 
damage reduction. 

Aura of Fury (Su): The mere pres¬ 
ence of the du'Iora drives creatures 
mad with rage. Any non-quori crea¬ 
ture within 30 feet of a du’Iora must 
make a successful DC 15 Will save 
or suffer the effects of the rage spell 
and attack another creature of the 
du’lora’s choosing within range. The 
affected creature does all it can to kill 
the target of its rage. As a move action, 
the du'Iora can change the target of 
an affected creature's rage. This effect 
lasts for as long as the victim remains 
within 30 feet of the du'Iora, A char¬ 
acter who successfully saves against 
the effect must make a new ’Will save 
at the beginning of every round he 
remains within 30 feet of the quori, A 
barbarian or other creature that can 
enter a similar rage suffers a -2 pen¬ 
alty to resist this effect. A character 
can make an Auto hypnosis check in 
place of his Will save. This is a mind- 


SO 


□RAGON 324 October 2004 






affecting compulsion effect, and the 
save DC is Charisma-based. 

Burning Rage (Su): Once a du'lora has 
established a hold, it can attempt to call 
on the grappled victim's inner rage and 
anger to trigger spontaneous combus¬ 
tion, After the du'lora inflicts constric¬ 
tion damage, its victim must make a DC 
15 Will save. If the victim fails, it suffers 
ld6 points of fire damage for every point 
by which it failed the Will save. A bar¬ 
barian or other creature that can enter a 
similar rage suffers a -2 penalty to resist 
this effect. A character can make an 
Autohypnosis check in place of die Will 
save, Tliis is a mind-affecting effect, and 
the save DC is Charisma-based. 

If it slays a victim with this attack, the 
du'lora immediately heals 3d6 points of 
damage as it draws energy from the fury 
of its dying victim. 

Constrict (Ex): On a successful grap¬ 
ple check, a du'lora deals Id6+IG points 
of damage. 

Improved Grab (Ex): To use this abil¬ 
ity, the du'lora must hit with its slam 
attack. It can then attempt to start a grap¬ 
ple as a free action without provoking an 
attack of opportunity. If it succeeds on a 
grapple check, it can constrict* 

Psi-Like Abilities: At will—Jar hand, 
mmdlircfc; 3/day —id insinuation, iner¬ 
tial a mi or, psionic scent , trace teleport ; 

1 /day —body adjustment , recall agony. 
Manifester level 10th, The save DCs are 
Charisma-based. When a du'lora uses id 
imnuation, its victim adds 10% to the 
roll made determine die victim's action 
each round, 

All-Around Vision (Ex): The many 
eyes of a dtflora provide it with a +4 
bonus on Spot and Search checks. A 
du'lora cannot be flanked. 

Skills: A du'lora receives a +2 racial 
bonus on intimidate checks. It retains 
this bonus while inhabiting a human or 
Inspired vessel 

Pi* Sw Vspicd 

There are 90 Inspired with du'lora spir¬ 
its on Ebfrron. Most of these serve as 
wardens and commanders among the 
Thousand Eyes in Riedra* However, 
the Dreaming Dark occasionally sends 
du'loras to Khorvaire to provide raw 
power to its operations* A typical du'lora 


quori has 12 ranks of Autohypnosis, 
Bluff, Concentration, Intimidate, Knowl¬ 
edge (psionics), listen, Move Silently, 
Pslcraft Search. Sense Motive. Spot, 
and Survival- and 10 ranks of Knowl¬ 
edge (the planes). 

•llcsWwj Quo* CVvwkekO 

Medium Outsider (Evil, Extraplanar, 
Lawful, Psionic, Quori) 

Hit Dice: 8d8+24 (60 bp) 

Initiative: +3 

Speed: 40 ft (S squares), fly 40 ft. (perfect) 
Armor Class: 17 (+3 Dex, +4 natural), 
touch 13, flat-footed 14 
Base Attack/Grapple: +S/+10 
Attack: Touch +10 melee (ld4+l Wis¬ 
dom damage plus brain lock) 

Full Attack: Touch +10 melee (ld4+l 
Wisdom damage plus brain lock) 
Space/Reach: 5 ft./5 ft. 

Special Attacks: Euphoric touch, intimate 
knowledge, possession, psi-like abilities 
Special Qualities: Damage reduction 
5/good, greater teleport, immunities, 
outsider traits, power resistance 19, 
resistance to acid 10, cold 10, and fire 
10, see in darkness, telepathy, tongues 
Saves: Fort +9, Ref +9. Will +10 
Abilities: Str 14, Dex 16, Con 17, Int 20, 
Wis 18, Cha 13 

Skills: Autohypnosis +17 f Bluff+6, Con¬ 
centration +14, Diplomacy +13. Disguise 
+12, Gather Information +9* Intimidate 
+1, Knowledge (arcana) +16. Knowledge 
(history) +10, Knowledge (local) +16, 
Knowledge (nobility and royalty) +16 T 
Knowledge (psionics) +18, Knowledge 
(the planes) +16, Knowledge (religion) 
+10, Listen +10, Psicraft +16, Sense 
Motive +15, Spellcraft +13, Spot +10 
Feats: Inquisitor, Negotiator, Persuasive 
Environment: Dal Quor 
Organization: Solitary or pair 
Challenge Rating: 6 
Treasure: Standard 
Alignment: Usually lawful evil 
Advancement: 9-16 HD (Medium) 

Level Adjustment: — 

You see a man wearing an iridescent, 
pale blue robe. A deep hood hides his 
features, and a dim blue light shines out 
from under the hood. He seems to hover a 
few inches off of the ground . As you look 
more closely ; you realize that translucent. 


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jtashy tendrils twined together form the 
entire figure—robe and all 

Hashalaqs serve as the loremasters of 
Dal Quor. Even those hashalaq without 
Inspired vessels devote a great deal 
of time studying Es^rron and its sur¬ 
rounding planes. Unlike most quori 
castes, they understand the ways of 
magic as well as psionic power. In Dal 
Quor, hashalaqs typically work as advi¬ 
sors to the higher pow¬ 
ers* They also 



serve as inquisitors, polking the quori 
and ensuring that the rivalries of the 
tsucoras never threaten the greater plans 
of the Dreaming Dark. 

In its natural form, a hashalaq quori 
is composed of hundreds of translucent 
tendrils, similar to the tentacles of a 
jellyfish. It can compress its tendrils 
to form a wide range of shapes, from 
a humanoid figure to a giant floating 
hand. A point of blue light suspended 
within the tendrils serves as its eyes 
and ears; it can move this sense organ 
around to suit its current shape. 

Hashalaqs telepathically inherit the 
languages of any creature they wish to 
communicate with, speaking with per¬ 
fect fluency and accent. 

(JmMr 

Hashalaqs despise physical combat 
and seek to use guile and treachery to 
defeat opponents. If forced into battle, 
a hashalaq uses its euphoric touch to 
incapacitate weak-willed melee fighters, 
saving its psi-like abilities for spellcast* 
ers and other ranged combatants. If 
in danger, a hashalaq teleports 
away and attempts to use its 
shapeshifting abilities to 
monitor its foes' actions. 
The hashalaq waits for 
favorable conditions 
before it strikes again. 

A hashalaq quorf s 
natural weapons are con¬ 
sidered evil-aligned and 
lawful-aligned for the 
purposes of overcom¬ 
ing damage reduc¬ 


tion, regardless of the quori's current 
form. 

Euphoric Touch (Su); The touch of a 
hashalaq floods its victim with sensa¬ 
tions of joy and pleasure—feelings so 
intense they can destroy the victim's 
mind. Whenever a hashalaq makes a 
successful melee touch attack, it deals 
ld4+l points of Wisdom damage instead 
of normal hit point damage. In addition, 
the victim must succeed at a DC 15 Will 
save or suffer the effects of brain lock for 
Id4+1 rounds. If the victim's Wisdom 
drops to 0, the victim suffers a cata¬ 
strophic cerebral overload and dies. This 
is a mind-affecting effect, and the save 
DC is Charisma-based. 

When it slays a victim with this 
attack, die hashalaq immediately heals 
2d6 points of damage. A character killed 
by a hashalaq in his dream suffers 
ld4+l points of Wisdom damage when 
he awakens, as well as the effects of a 
nightmare spell. 

Intimate Knowledge (Su): A hashalaq 
quori has an intuitive awareness of the 
emotions and thoughts of the creatures 
in its vicinity. This continuous ability 
functions as the empathy and detect hos¬ 
tile intent powers, but it affects a 60-foot 
radius centered on the quori. 

Asa free action, the hashalaq can 
focus this power on a single individual. 
The target may make a DC 15 Will save 
to resist this effect. If the target fails its 
save, the hashalaq gains a +2 insight 
bonus to AC against attacks made by 
the target and a +2 insight bonus on 


bn*m 


The brain lock power appears in the 
Expanded Psionic Handbook. It has the fol¬ 
lowing description. 

The subject's higher mind is locked 
away. He stands dazed, unable to take any 
psionic actions (including manifesting 
powers or using psionic Feats that require 
a decision to be used) nor any mental 
actions at a 11. A brain locked subject is 
not stunned, so attackers get no special 
advantage against him. 

A brain locked flyer must descend to 
the closest safest level area below it. An 
air-breathing swimmer must make for 
the surface. 


52 


DRAGON 324 October 2004 










attack and damage rolls made against 
the target. The hashalaq does not have 
to concentrate to maintain this effect, 
but it loses its broader awareness when 
concentrating on a single individual. 

The intimate knowledge ability of the 
hashalaq also provides it with a +2 
insight bonus on Bluff Diplomacy, 

Intimidate, and Sense Motive checks. 

This is a mind-affecting ability. 

The save DC is Charisma-based. 

Pst-Like Abilities: At will —far 
hand; 3/day —body adjustment , 
inertial armor , mind probe; 

1/day— dream , hostile empathic 
transfer, metamorphosis. Mani- 
fester level 8th. Dream is as the 
spell of the same name. 

Skills: A hashalaq quori receives 
a +10 bonus on Disguise checks when 
it uses metamorphosisi 

At present, Ebfrrqn has thirty-three 
Inspired with hashalaq spirits. A typical 
hashalaq quori has 11 ranks of Alito- 
hypnosis, Concentration, Disguise, 

Knowledge (arcana), Knowledge (psion¬ 
ics), Knowledge (the planes), Psicraft, 
and Sense Motive; 6 ranks of Diplomacy, 

Gather Information, Listen, Spelkraff / 

and Spot; and S ranks of Bluff Know!- j 

edge (history), Knowledge (local). Knowl¬ 
edge (nobility), and Knowledge (religion). 


Medium Outsider (Evil, Extraplanar, 
Incorporeal, Lawful, Psionic, Quori) 

Hit Dice: 18d8+76 (207 hp) 

Initiative; +11 

Speed: Fly 60 ft. (perfect) (12 squares) 
Armor Class; 20 (+7 Dex, +3 deflection), 
touch 20, flat-footed 13 
Base Attack/Grapple: +18/+20 
Attack: Incorporeal touch +25 melee 
(soul binding) or swarm (soul binding) 
Full Attack: 2 incorporeal touches +25 
melee (soul binding) or swarm (soul 
binding) 

Space/Reach: 5 ft./5 ft (10 ft./O ft.) 
Special Attacks; Invade dreams, night 
terror, possession, psi-like abilities, 
soul binding 

Special Qualities: All-around vision, 
damage reduction 15/good, greater 
teleport, immunities, incorporeal traits. 


outsider traits, power resistance 29, 
resistance to acid 10, cold 10, and fire 
10, see in darkness, spying eyes, swarm 
of eyes, telepathy, true seeing 
Saves: Fort +18. Ref+18. Will +16 
Abilities: Str—, Dex 25, Con 24, [nt 15, 
Wis 17, Cha 16 

Skills: Autohypnosis +25, Bluff+13. 
Concentration +27, Diplomacy +19, 
Disguise +13 (+15 acting), Hide +17, 
Intimidate+15, Knowledge (history) 
+12, Knowledge (local) +12, Knowledge 
(nature) +12, Knowledge (psionics) +14, 
Knowledge (the planes) +12, Listen +13, 
Move Silently +17, Perform (oratory) 
+13, Psicraft +22, Search +16* f Sense 
Motive +23, Spot +17*. 

Feats: Combat Expertise, Empower Psi- 
Like Ability (energy wave), Improved 
Initiative, Iron Will Power Penetration, 
Quicken Psi-like Ability (psionic blast). 
Quicken Psi-like Ability (psychic crush) 


Environment: Dal Quor 
Organization: Solitary 
Challenge Rating: 15 
Treasure: Standard 
Alignment: Usually lawful evil 
Advancement: 19-36 HD (Medium) 
Level Adjustment: — 

A humanoid figure formed of pure shadow 
floats before you . A wimbas of light sur- 
rounds if without illuminating the sur¬ 
rounding area; it only serves to the 

absolute darkness of the being within, A host 
of disembodied eyes ofall shapes and sizes 
whirl around the featureless figure , These 
eyes consta»if/y shift, appearing, disappear¬ 
ingfading aivay, and bursting like bubbles. 

Kalaraqs are the princes of nightmare. 
They guide the quori race. While 
kalaraqs never fight one another overtly, 
each has its own agenda; as a result, a 


October 2004 DRAGON 324 


53 






kalaraq rarely leaves Dal Quor to inhabit 
a mortal vessel 

Brilliant, ruthless, and cruel, 
kalaraqs are masters of manipulation, 
capable of twisting the thoughts of 
mortal and spirit alike, A kalaraq pos¬ 
sesses the power to consume and trap 
souls, preserving their knowledge in its 
essence. In battle, kalaraqs enjoy taunt¬ 
ing opponents with the words ofloved 
ones and other friends the spirit has 
devoured. An individual kalaraq might 
have the knowledge of ancient kings, 
great sages, or even dragons trapped 
within its essence. 

A kalaraq is a creature formed of 
shadow, surrounded by a host of spectral 
eyes. Like the hashalaqs, kalaraqs pos¬ 
sess a mutable form; while they gener¬ 
ally take on humanoid shapes, they can 
adopt any simple shape of Medium size. 
This has no impact on its ability scores 
or combat abilities. 

Kalaraqs communicate telepathically, 
and can broadcast thoughts to any or all 
creatures within 500 feet. Kalaraqs' pro¬ 
jected thoughts typically have a calming, 
hypnotic quality. The telepathic abilities 
of the spirit allow it to understand any 
form of communication used by a crea¬ 
ture that has a language. 

In its standard shape, a kalaraq can 
form weapons or claws to make incor¬ 
poreal touch attacks that makes use 
of its soul binding ability. These shad¬ 
owy attacks strike at the soul of the 
victim, stripping away his life force 
and his sanity. When facing a group 
of enemies, a kalaraq either relies on 
mergy wave or psicmic blast. After it 
stuns its opponents, the kalaraq dis¬ 
perses into a swirling vortex of eyes 
and shadow, engulfing its enemies 
and devouring their minds. Against 
powerful individual opponents—espe¬ 
cially other outsiders—the kalaraq 
relies instead on focused attacks, such 
as ego whip to strip away spellcasting 
abilities, followed by insanity mind 
thrust, and psychic crush . As most of 
the kalaraq's psi-like abilities allow 
Will saves, it usually softens up its 
enemy with its soul binding touch 
before using its powers. 


A kalaraq's natural weapons are 
considered evil-aligned and lawful 
aligned for the purpose of overcoming 
damage reduction. 

Night Terrors (Su): A kalaraq quori 
can split off aspects of itself and send 
these dark eyes to prowl Dal Quor in 
search of mortal spirits. This allows the 
kalaraq to use nightmare three times per 
night as the spell cast by an 18th-level 
sorcerer (DC 22 Will save negates). 

The kalaraq does not have to enter a 
trance. Victims who fail their initial sav¬ 
ing throws must immediately make an 
additional DC 22 Will save. Any victim 
who fails this additional Will save takes 
ld4 points of ability' damage to its Intel¬ 
ligence, Wisdom, and Charisma scores. 
This is a mind-affecting effect, and the 
save DCs are Charisma-based, 

Psi-Like Abilities: At will—dispd 
psionics, ego whip,far hand , inertial 
armor, ma55 cloud mind, mincllink, mind 
thrust , psionit blast, psicmic chaim; 

3/day —energy wave , insanity, psychic 
crush; l/day—focused mind seed, personal 
mind blank. Manifester level 18th. The 
save DCs are Charisma-based. 

Soul Binding (Su): The incorporeal 
touch of a kalaraq tears at its victim's 
mind and soul. Its incorporeal touch 
deals ldG points of cold damage and 
ld4+l points of Wisdom damage. This 
damage bypasses all forms of damage 
reduction. In addition, the victim must 
succeed at a DC 22 Will save or be con¬ 
fused as the confusion spell cast by an 
ISth-level caster. 

If a kalaraq reduces its opponent's 
Wisdom to 0, it binds the soul of its 
victim to one of its many eyes. This kills 
die victim instantly. Even a dreaming 
character dies if reduced to Wisdom of 
0 from this attack. The kalaraq gains 
access to all of the memories of the vic¬ 
tim (although it does not gain any actual 
skill ranks or class levels) and gains a 
+10 insight bonus on Disguise checks 
made to impersonate the victim. A vic¬ 
tim who dies to this ability cannot return 
to life through any means short of a wish 
or miracle spell until the kalaraq dies. A 
dead kalaraq automatically releases all 
die souls it hi nded. 

All-Around Vision (Ex): The many 
eyes of the kalaraq provide it with a +4 


bonus on Spot and Search checks, A 
kalaraq cannot be flanked. 

Spying Eyes (Ex): A kalaraq can send 
its many eyes to scout and spy at a 
distance. This grants it the same effect 
as die greater prying eyes spell with an 
unlimited duration, but the kalaraq can 
only use 20 spying eyes per day. These 
eyes fully regenerate after 24 hours. 

Swarm of Eyes (Su): A kalaraq can 
disperse its physical form into a swarm 
of eyes. This transformation takes a 
standard action that does not provoke an 
a ttack of opportunity. While in swarm 
fonn, a kalaraq becomes a size Large 
swarm composed of Fine creatures. Phys¬ 
ical attacks, including ghost touch weap¬ 
ons, cannot harm it, although a weapon 
that deals energy damage (flaming, frost) 
can still deal that damage on a successful 
hit. A kalaraq in swarm form uses its soul 
binding ability on any creature that occu¬ 
pies its space at the end of its move. Any 
creature that begins its turn in the same 
space as the swarm must succeed at a DC 
26 Fort save or suffer 1 round of nausea. 
The kalaraq swarm Form has all of the 
abilities and vulnerabilities common to 
all swarms, as described on page 237 of 
the Monster Manual. 

True Seeing (Su): The many eyes of a 
kalaraq provide it *vith the benefit of a 
continuous smug spell, with a range 
of 120 feet. 

At the time of the kalashtar exodus, 
only 12 kalaraq-possessed Inspired 
lived on Eberrgn. While possible 
that new kalaraqs have arisen over 
the last few millennia, few of these 
spirits exist and each has duties and 
schemes to attend to in Dal Quor. 
Every kalaraq has an Inspired vessel 
awaiting its use, but a kalaraq only 
manifests on Ebefron under the most 
dire circumstances. 

A typical kalaraq quori has 20 ranks of 
Autohypnosis, Concentration, Psicraft, 
and Sense Motive; 10 ranks in Bluff, 
Diplomacy, Disguise, Hide, Intimidate, 
Knowledge (arcana), Knowledge (his¬ 
tory), Knowledge (local), Knowledge 
(nature), Knowledge (psionics), Knowl¬ 
edge (die planes). Listen, Move Silently, 
Perform (oratory). Search, and Spot. 2 


SU 


DRAGON 324 October 2004 





RESENTS ITS NEW SUPPLEMENT FOR 

[CONFRONTATION: FORTIFICATION. 

LIKE ALL OF RACKHAM’S SUPPLEMENTS 
THE RULE BOOKLET COMES FREE IN 
EVERY SET. 

FORTIFICATION EXPLAINS HOWTO 
POUND YOUR ENEMIES INTO THE 
GROUND WITH THE HELP 
OF WAR MACHINES. 


rww.rackham.fr 


RACKHAM' 













s. Wp - > 

| ture&evgke 
/ such terror 
in mortals as crea¬ 
tures from beyond I lie 
grave. For centuries, the liv¬ 
ing have fought armies of the undead * 

with fire, steel, blood, and fault. Vet for some 
this endless bailie has become more a way of life than a holy crusade. Threatened wi 
unnatural powers, wary undead hunters use a variety of tools to aid them in then 
enemies that have long since lost their own. While not every 
of utuiead turning- clever hunters know that magic is mere 
and methods to confront the living dead. Potent weapons in 
mean the difference between living and spending eternity as merely another si 


by (Robert 3- 2|flbn ♦ illustrateD by janBrem C)ou 


i IK a host of 1 i le^a rid sou I -slea Mug ^ 

personal wars a ml protect themTmgile lives against 
ndead hunter has the benefit of a eT holuuyjrimmmtT or^pUylactery 
>|y one weapon in their arsenal, and thus, theydeve loped many other tools 
the hands of a skilled user know led goal tie about his prey, these Items can 
;hambling corpse. 


&looD Ibicfeener 

This alchemical substance causes a 
character's blood to thicken so it moves 
slower within the body. When ingested, 
blood thickener causes the character to 
become slightly sluggish, imposing a -2 
penalty to his Dexterity score for 12 hours, 
but it provides a +2 alchemical bonus to 
Constitution for that time. Additionally, a 
dying character (one reduced to between 
-1 and -9 hit points} loses 1 hit point every 
2 rounds instead of every round. 

A DC 25 Craft (alchemy) check is 
required to create blood thickener. 

(Boob of J&rapera 

A book of pr ayers is an ornately illus¬ 
trated tome, consecrated to a specific 
god. With book in hand, a character who 
worships the same deity as the one the 
book is devoted to can take a full round 
action to pray, chanting scriptures from 
the book of prayers. The character read¬ 
ing aloud from the text may make a 
DC 10 Charisma check to aid a cleric of 
the book's deity in her attempt to turn 


undead. If successful, the praying char¬ 
acter provides the deric a +2 bonus on 
her turning check. A deric can only be 
aided by one other character using a book 
of prayers. If a character attempts to use 
a book of prayers and is not a member 
of the faith to which the book is conse¬ 
crated, his attempts to use it always fail. 

Creating a book of prayers requires 1 
rank of Knowledge (religion) and a DC 
20 Craft (writing) check, 

Sjalpor fcjnbolp ffanDit 

The wax of this alchemkally treated 
candle is infused with spiritual 
incenses and soaked in holy or unholy 
water for three nights before it is used 
to create a candle. Holy candles shed a 
pure yellow-white illumination, while 
unholy candles cast a flickering, deep 
purple glow'. Each radiates light in a 5* 
foot radius and burns for 1 hour. 

Clerics standing within the illumina¬ 
tion of a holy candle gain a +2 bonus 
on their turning check results when 
attempting to turn or rebuke undead. 


Clerics who stand in the light of an 
unholy candle gain a +2 bonus on their 
turning check results when commanding 
or rebuking undead, A deric can only be 
aided by one burning candle at a time. 

Creating a holy or unholy candle 
requires 1 rank of Knowledge (religion) 
and a DC 25 Craft (alchemy) check, 

2)olp UJafers 

Holy wafers refer to any food specifi¬ 
cally created and sanctified for use 
in a religious ceremony. Commonly 
in the form of small, stylized bread 
wafers impressed with religious 
images, holy wafers have few uses 
outside of sacred rituals. However, 
these unassuming wafers are also 
one of the most effective methods 
of dispatching vampires. Destroying 
a vampire's body is often difficult 
without access to powerful spells like 
disintegration , and even staking the 
creature and burning it might prove 
dangerous if the stake burns first. Yet 
filling a vampire's mouth with holy 


56 


DRAGON 324 Octaber 2004 




wafers and cutting off its head is a 
relatively simple feat and effectively 
prevents it from returning to undeath. 
Divine spells that create food, such 
as goodfrerry, can also be used to the 
same effect as holy wafers. 

Holy wafers can be purchased at 
most temples or shrines, 

jnummpjflitee 

These ant-sized insects voraciously feed 
on dead flesh. No one knows whether 
these ravenous vermin are natural 
creatures or magically manipulated 
creations, but regardless, they make 
formidable weapons against all kinds of 
corporeal undead. Mummy mites are 
often stored in glass flasks as tiny gray 
inert eggs. These flasks are treated as 
thrown splash weapons. 

Upon hitting a target a flask of 
mummy mites breaks, spilling eggs 
over a 5-foot square. These eggs do 
not react to living creatures, but if 
they land within 5 feet of dead flesh, 
they immediately hatch and attack on 
the next round. Active mummy mites 
prey upon necrotic flesh, regardless 
of whether it's moving, and attack 
any corpse or corporeal undead crea- 
ture nearby. Once they find a body to 
attack, they feast on it to the exclusion 
of all other food sources for 1 min¬ 
ute, after which they die. Although 
mummy mites do not attack living 
creatures, those who occupy the same 
space as a mummy mite swarm are 
distracted as normal. 

Mummy Mites: CR 1; Fine vermin 
(swarm); HD 2d8; hp 9; Init -+4; Spd 20 
ft.: AC 22, touch 22, flat-footed 18; Base 
Atk +1; Grp —; Atk/Full Atk swarm 
(ld6); Space/ Reach 10 ft,/—; SA distrac¬ 
tion; SQ darkvision 60 ft, immune to 
weapon damage, swarm traits, vermin 
traits; AL N; SV Fort +3, Ref+4, Will +0; 
Str 1, Dex 18, Con 10, Int—, Wis 10, 

Cha 1. 

Skills and Feats: listen +4. Spot +4. 

Distraction (Ex): Any living creature 
that begins its turn in the same space as a 
mummy mite swarm must succeed on a 
DC 11 Fortitude save or be nauseated for 1 
round. The save DC is Constitution-based. 

SfcrWs; A mummy mite swarm has a +4 
racial bonus on Listen and Spot checks. 


j&ortablE j&prt 

A good undead hunter takes advantage 
of the absolute stupidity of mindless 
undead. A portable pyre is essentially a 
bundle of oil-soaked logs and tindertwigs 
bound together. When untied and quickly 
rolled out over an empty 5-foot square, a 
standard action that provokes attacks of 
opportunity, the tindertwigs immediately 
ignite the highly flammable kindling, A 
portable pyre can also be unrolled more 
carefully so it does not ignite, an act that 
takes a full-round action that provokes 
attacks of opportunity. Once laid out in 
this manner, the roll ignites if exposed to 
fire. Creatures that enter the same square 
as a lit portable pyre suffer ld6 points of 
fire damage for each round they remain 
in the square, A portable pyre bums for 
10 minutes, although 10 gallons of water 
extinguish the flames. It cannot be used 
again after being unrolled. Portable pyres 
cannot be wielded as weapons and are 
only effective when laid upon a flat sur¬ 
face, making them particularly useful in 
small hallways or when placed in the path 
of turned undead. 

Creating a portable pyre requires a DC 
15 Craft (alchemy) check. 


(firm tHiiDtaB* 



[ fipntmg jfquipmenr 


1 Item 

Cost 

Weight 

: Blood Thickener 

«gp 

1 lb. 

Book of Prayers 

50 gp 

3 lb 

[ Holy or Unholy Candle 

? 5 gp 

— 

Holy Wafers (10} 

2 sp 

— 

t Mummy Mites 

75 gp 

1 lb. 

Portable Pyre 

10 gp 

IS lb. i 

Reinforced Sheath 

10 gp 

2 lb i 

- _ 


iReinfoml) 5>heatb 

A reinforced sheath turns a bladed 
slashing or piercing weapon into a 
bludgeoning weapon. To accomplish 
this, the blade remains in the rein¬ 
forced sheath, imposing a -2 penalty 
on all attack rolls made with the now 
top-heavy weapon. Originally developed 
for swords, reinforced sheaths can 
be specially made for practically any 
slashing or piercing weapons. Attacks 
made with magic weapons do not 
convey their properties through a rein¬ 
forced sheath, although masterwork 
reinforced sheaths can be created and 
enhanced separately. 

Creating a reinforced sheath requires a 
DC 25 Craft (weaponsrrtithing) check. £2 


lPtticr tbtetfiil fctu&rak 
(fighting f&tar 

The Player's Handbook present % many excel 
lent items perfect (of fighting imtkwl Canny 
adventures preparing to hunt the living dead 
might benefit from the following; equipment 
iintf suggestions. 

Animals with Scent; Many animals have 
senses of smell far beyond those of normal 
characters, An appropriately trained beyi r cal, 
dog, or even horse could detect the presence of 
rotting flesh under even the most unfavorable 
circumstances. Besides theii ability to warn 
their masters of I tie approach of many kinds ol 
undead, many animals also make potent allies 
jn a battle. 

Cleric's Vestments: Marty intelligent undead 
recognize and are rightly fearful of clerics and 
priests. Just wearing the holy vestments of a 
particular.faith might be enough to prevent 
an attack by waiy undead However, lor all the 
undead that fear denes, just as many single out 
such characters to dispatch first 

Fire: Although many undead have 
significant defenses and resistances against 
specific types of energy, most remain 
vulnerable to fire Whether it comes from 
oil, torches, or fire based spells without 
instantaneous effects {such as a rurd/ of fife) r 
unintelligent undead don't react to put out 
flames consuming them and can easily be 


dispatched by lighting them afire and leaving 
them tu bum 

Holy Water: Rightfully so, intelligent 
undead fear and avoid few other items as 
much as holy wutei 

Minors: MirroTS have a wide variety of uses, 
but they are particularly useful when facing 
vampires Mirrors can keep them at bay as 
effectively as a strongly presented holy symbol 

Ranged and Reach Weapons: Keeping 
undead at a distance is sound advice for even 
the must powerful undent I hunter, as rs always 
having a weapon that allows you to damage 
yo u r q u a r ry wit hot 1 1 gel t ing l lose Mind less 
undead do not consider strategy when they 
battle and often make themselves vulnerable 
to attacks of opportunity from reach weapons. 
Many undead are ponderous creatures urid 
have no defense against characters with ranged 
weapons or who use hit and run tact ics 

Rotted Meat: Leaving rotted meat in an area 
can attract all manner of ravenous undead, 
primarily ghouls and ghasts. Since mosi 
utidead are too stupid or hungry to care where 
their meal comes from, strategically placed 
food can bait all manner of ambushes. 

Tripping Weapons: Guisarmcs, halberds, 
spiked chains, and similar weapons that can 
make trip attacks are especially useful against 
the undead. As zombies can only take a single 
action in a round, tripping them might be an 
effective defense. 


October 2004 DRAGON 324 


57 






by Yuiy Pavlotslcy 
illustrated by Noi Sackda 




ICY £N£Ml£y 
FROM ARCTIC 
PNVlRONT 

W inter holds many lands in an icy 
grip. With its chilling breath and 
crushing avalanches, its fury can 
sweep away whole towns and freeze 
the souls of even the most determined 
travelers. Among the numerous 
creatures that make their homes in 
these arctic regions, no beings inspire 
more dread than those that refuse to 
live at the whim of winter’s wrath, but 
rather embody it. 

Spawned of harsh mountains of 
ice and snow, these arctic terrors chill 
even the most heroic souls. From the 
winterling's frosty malevolence and 



DRAGON 324 October 2004 














the living avalanche that is the black 
ice golem, to the undead steaming 
soldiers and icy prisoners, these 
creatures add further menace to an 
already deadly environment. 

Cold regions can be remarkably 
diverse places, ranging from tundra and 
snow-capped mountains to icy lakes 
and streams. These monsters likewise 
inhabit a variety of cold environments, 
and could be found in nearly any frozen 
area of a campaign world. 

RACK ice «tOL£m 

Huge Construct (Cold) 

Hit Dice: 22dl0+40 (161 hp) 

Initiative: -1 

Speed: 20 ft. (4 squares) 

Armor Class: 25 (-2 size, -1 Dex, +18 
natural), touch 7, fiat-footed 25 
Base Attack/Grapple: +16/+33 
Attack: Slam +23 melee (ld8+9 plus 
ldb cold plus energy drain) 

Full Attack: 2 slams +23 melee (ld8+9 
plus ld6 cold plus energy drain) 
Space/Reach: 15 ft/15 ft. 

Special Attacks: Cold, cold aura, energy 
drain, ke shards 

Special Qualities: Construct traits, 
damage reduction 10/bludgeoning 
and good, darkvision 60 ft,, ice walking, 
immunity to cold and magic, low'-light 
vision, vulnerability to fire 
Saves: Fort +7, Ref +6 t Will +7 
Abilities: Str 28, Dex 8. Con —, Int —, 
Wisll.Cha 1 
Environment: Any cold 
Organization: Solitary or gang (2-4) 
Challenge Rating: 14 
Treasure: None 

Alignment: Always neutral evil 
Advancement: 23-42 (Huge) 

Level Adjustment: — 

looming over you is a form like a 
midnight glacier: giant, black, and 
ominous , Crudely shaped into a 
humanoid form , the un wrought stabs 
that make up its body glisten with the 
peculiar sheen of frozen blood and , deep 
rntfiin, seem to bubble with a profane, 
unnatural life. 

Black ice golems are foul creations, 
clumsily sculpted from ice exposed to 


negative energy and great blocks of frozen 
blood. The resulting creature stands over 
20 feet tall, weighs nearly 3,000 pounds, ’ 
and stains the snow wherever it steps 
with great, bloody footprints, 

A black ice golertfs body is coarse 
and only vaguely humanoid, merely a 
pile of glistening icy black slabs that 
at times seem unconnected from each 
other and emanate an aura of bitter, 
unnatural cold. The golem's only 
notable features are its eyes, two points 
of sanguine liquid within the ice of its 
smooth, flat face. 

COMBAT 

The black ice golem is a mindless 
creature that obeys its creator's 
commands to the best of its ability, 
it can dole out tremendous amounts 
of damage in melee combat with its 
fists, piercing ice shards, and cold 
aura. These abilities make the black 
ice golem a dangerous if unsubtle 
combatant, and often the mere sight 
of this walking mountain is enough 
to instill fear into all but the most 
stalwart opponents. 

Cold (Ex): A black ice golem's 
body generates intense cold, causing 
opponents to take an extra ld6 points 
of cold damage every time the creature 
succeeds on a slam attack. Creatures 
attacking a black ice golem unarmed 
or with natural weapons take this same 
cold damage each time one of their 
attacks hits. 

Cold Aura (Ex): Anyone within 20 
feet of a black ice golem must succeed 
at a DC 21 Fortitude save or take 2d6 
points of cold damage per round 
from the intense cold. The save DC is 
Constitution based. 

Energy Drain (Su): Living creatures 
hit by a black ice golem's slam attack 
gain one negative level. The DC is 
16 for the Fortitude save to remove 
a negative level. The save DC is 
Charisma-based. For each such 
negative level bestowed, the black ice 
golem gains 5 temporary hit points. 

Ice Shards (Su): As a free action 
once every ld4+l rounds, a black ice 
golem can generate a spray of deadly 
ice shards from its body, dealing 2d6 
points of piercing damage and ld6 


points of cold damage to al l creatures 
within 10 feet, and blinding them foT 
ld4 rounds. Creatures that succeed 
on a DC 21 Reflex save take only half 
damage and are not blinded. The save 
DC is Constitution-based, 

ke Walking (Ex): This ability works 
like the spider climb spell but the 
surface the black ice golem climbs 
must be icy. 

Immunity to Magic (Ex): A black 
ice golem is immune to any spell 
or spell-like ability that allows spell 
resistance. In addition, certain spells 
and effects function differently against 
the creature. 

Fire spells and effects affect the 
golem normally, even if they permit 
spell resistance (and note the golem's 
vulnerability to fire). 

A magical attack that deals cold 
damage heals the ice golem for 1 point 
of damage for every 3 points of damage 
the attack would otherwise deal. If the 
amount of healing would cause the 
golem to exceed its full normal hit 
points, it gains any excess as temporary 
hit points. 

CorvrrRLfCriofv 

A black ice golemfs body is made from 
huge blocks of ice and frozen blood 
infused with negative energy. The 
materials must weigh at least 5,000 
pounds, and 20 HD worth of creatures 
must be sacrificed and their blood 
used in its creation. The ceremonial 
sacrifices and corrupt empowering 
of the ice requires 15,000 gp worth of 
rare ingredients. Assembling the body 
requires a DC 15 Craft (sculpting) check. 

CL 16th; Craft Construct {see page 
303 of the Monster Manual), cone of 
cole f eneravation, wall of ice, caster must 
be at least 16th level; Price 190,000 gp; 
Cost 100,000 gp + 7,600 XP. 

icy pRiyONPR 

Medium Undead (Cold) 

Hit Dice: 7dl2 (45 hp) 

Initiative: +6 

Speed: 30 ft. (6 squares), burrow 30 ft,, 
swim 30 ft. 

Armor Class: 19 (+2 Dex, +7 natural), 
touch 12, flat-footed 17 


October 2004 DRAGON 324 


59 





Base Attack/Grapple: +3/+11 
Attack: Claw +7 melee (idG+4 plus IdG 
cold plus frostbite) 

Full Attack: 2 daws +7 melee (IdG+4 plus 
IdG cold plus frostbite) and bite +2 melee 
[ld4+2 plus IdG cold plus frostbite) 

Space/Reach: 5 ft./5 ft 

Special Attacks: Cold, create spawn, 

frostbite, improved grab 

Special Qualities: Darkvision GO ft., 

immunity to cold, undead traits, 

vulnerability to fire 

Saves: Fort +2, Ref+6, Will +6 

Abilities: Str IS, Dex, 14, Con —, Int 10, 

Wisl3, Cha 15 

Skills: Balance +12, Hide +12, Listen +6, 
Move Silently +12. Spot +6 
Feats: Improved Initiative, Lightning 
Reflexes, Power Attack 
Environment Cold aquatic 
Organization: Solitary or pack (2—9) 
Challenge Rating: S 
Treasure: None 

Alignment: Always chaotic evil 
Advancement: 8-10 HD (Medium) 

Level Adjustment — 

Erupting in an explosion of ke and snow, 
a slick, frostbitten body bursts from the 
frozen waters below . It glares at you with 
cold eyes and hefrs its ice-encrusted corpse 
in your direction. 

Icy prisoners are undead creatures 
created from the bodies of those 
drowned in icy lakes, ponds, or streams. 
These creatures spend most of their 
existences morbidly bobbing below 
the ice of their watery tombs, waiting 
to ambush and drown passersby who 
come too near. 

Icy prisoners appear as grotesque, 
humanoid forms entombed in ice- 
covered bodies of water. The dead, 
frostbitten skin of these horrors lies 
pallid beneath the useless tatters of their 
remaining winter clothing. From a face 
sickly discolored by extreme cold, an icy 
prisoner's eyes glow with a pale, watery 
blue illumination, and their lingering hair 
hangs down frozen to their sallow faces, 

COM&AT 

An icy prisoner lies in wait until it sees 
a target, then pounds on the ice above 
it in mock-death throes, hoping to draw 


the target closer to investigate. It then 
bursts through die ice and attempts 
to grapple die unfortunate soul. If 
successful, the icy prisoner tries to pull 
the victim into the freezing water and 
holds him until he drowns. 

An icy prisoner can burrow only 
through ice and snow. 

Cold (Ex): An icy prisoner generates 
intense cold, causing opponents to take 
an extra IdG points of cold damage 
every time the creature succeeds on 
a slam attack. Creatures attacking an 
icy prisoner unarmed or with natural 
weapons take this same cold damage 
each time one of their attacks hits. 

Create Spawn (Su): Any humanoid 
drowned by an icy prisoner becomes 
an icy prisoner in ld4 rounds. Spawn 
are not under the control of the icy 
prisoner that created them. They do 
not possess any of the abilities they 
had in life. 

Frostbite (Ex): A creature that 
sustains cold damage from an icy 
prisoner's melee attacks must make 
a DC 15 Fortitude save or become 
frostbitten. Creatures suffering from 
frostbite are fatigued (cannot run or 
charge, suffer a -2 penalty to Strength 
and Dexterity). These penalties end 
when the cold damage is healed. The 
save DC is Charisma-based. 

Improved Grab (Ex): To use this 
ability, an icy prisoner must hit a 
creature of its size or smaller with its 
slam attack. It can then attempt to 
start a grapple as a free action without 
provoking an attack of opportunity 


Medium Undead (Cold) 

Hit Dice: 4dl2+3 (29 hp) 

Initiative: +2 
Speed: 30 ft. (6 squares) 

Armor Class: 17 (+2 Dex, +5 natural), 
touch 12, flat-footed 15 
Base Attack/Grapple: +2/+S 
Attack: Claw +5 melee (ld4+3 plus IdG 
cold plus paralysis) 

Full Attack: 2 claws +5 melee (ld4+3 
plus IdG cold plus paralysis) 

Space/Reach: 5 ft,/5 ft. 

Special Attacks: Cold, create spawn. 


drain heat, paralysis 
Special Qualities: Darkvision 60 ft., 
immunity to cold, steam cloud, undead 
traits, vulnerability to fire 
Saves: Fort +1, Ref +3, Will +6 
Abilities: Str 16, Dex 15, Con —■, Int 11, 
Wis 14, Cha 16 

Skills: Hide +9, Listen +9, Move 
Silently +9. Spot +9 
Feats: Combat Reflexes. Toughness 
Environment: Any cold 
Organization: Solitary, gang (2-5), or 
pack (6-11) 

Challenge Rating: 4 
Treasure: None 

Alignment: Always chaotic evil 
Advancement: 5-8 HD (Medium) 

Level Adjustment: — 

A gkostfy shape appears through the 
dense fog, awkwardly ambling in your 
direction. As ft nears, you can see that 
ft is a shambling humanoid body, 
riddled with wicked lesions . These gory 
wounds perpetually steam the fog that 
surrounds you. 

Steaming soldiers are undead 
born of battles on frigid tundra 
and unforgiving ice fields. These 
monstrosities arise when wounded 
warriors are left to die on the 
battlefield, and the icy landscape 
drains their warmth. Their name 
comes from their open wounds 
that fill the areas around them 
with clouds of steam. These 
creatures seek the natural warmth 
drained from them in death, and 
they terrorize travelers and small 
settlements in cold areas. 

Steaming soldiers are difficult 
to see due to the roiling mists that 
surround them, and they are usually 
only glimpsed as indistinct shapes in 
the fog. Behind their grim veil of fog, 
they are horrible creatures to behold, 
their undead nature evident from 
their deathly blue skin, luminous red 
eyes, and great gaping wounds that 
seep billowing clouds of steam, 

COMBAT 

Steaming soldiers prefer to attack from 
surprise, using their ever-present mists 
for concealment. They dose to melee as 


60 


DRAGON 324 October 2004 




quickly as possible in order to daw 
and paralyze foes. Once a target is 
paralyzed, steaming soldiers use their 
drain heat ability to finish off the target 
and create a new steaming soldier. 

Cold (Ex) i A steaming soldier 
generates intense cold, causing 
opponents to take an extra ld6 points 
of cold damage every time the creature 
succeeds on a slam attack* Creatures 
attacking a steaming soldier unarmed 
or with natural weapons take this same 
cold damage each time one of their 
attacks hits. 

Create Spawn (Su): Any humanoid 
slain by a steaming soldier becomes 
a steaming soldier in ld4 rounds. 
Spawn are under the command of the 
steaming soldier that created them and 
remain enslaved until its destruction* 
They do not possess any of the abilities 
they had in life* 

Drab Heat (Su): A steaming 
soldier can drain the heat from a 
victim by pulling it into a horrific 
kiss. A steaming soldier that makes a 
successful grapple check and pins its 
foe drains heat* The victim suffers ld4 
points of Constitution damage each 
round the pin is maintained* 

Paralysis (Ex): Creatures that 
suffer cold damage from a steaming 
soldier's melee attacks must make a 
DC 15 Fortitude save or be covered 
in a skin of frost that paralyzes them 
for ld4+l rounds. The save DC is 
Charisma-based. 

Steam Cloud (Su): A steaming 
soldier is always surrounded by 
a billowing cloud of mist that 
functions as the spell fog cloud, 
except that it always remains 
centered on the steaming soldier* 
Steaming soldiers can see through 
this mist and natural fog, suffering 
no miss chance. Magic fog affects 
visibility for them as normal. 

WlNTPRUN^r 

Small Fey (Cold) 

Hit Dice: 7d6 (24 hp) 

Initiative: +8 

Speed: 20 ft* (4 squares), fly 30 ft. (good) 
Armor Class: 18 (+! size, +4 Dex, +3 
natural), touch 15, flat-footed 14 



October 2004 DRAGON 324 


61 







Base Attack/Grapple: +3/2 
Attack: Short sword +8 melee (Idd—1} 
or longbow +8 ranged (Id6-l/x3) 

Full Attack: Short sword +8 melee (ld4— 
1) or longbow +8 ranged (Id6-l/x3) 
Space/Reach: 5 ft,/S ft. 

Special Attacks: Spell-like abilities 
Special Qualities: Damage reduction 
10/cold iron, immunity to cold, 
low-light vision, spell resistance 18, 
vulnerability to fire 
Saves: Fort +2, Ref +9, Will +6 
Abilities: Str 8, Dex 18, Con 11, Int 12, 
Wis 13, Cha 17 

Skills: Bluff+13, Escape Artist +9, 

Hide +18*, Knowledge (nature) +11, 
Listen +11, Move Silently +14, Spot 
+11, Tumble +9 

Feats: Dodge, Improved Initiative, 
Weapon Finesse 

Environment: Cold hills and mountains 
Organization: Solitary, gang (2-5), or 
band (6 15) 

Challenge Rating; 5 
Treasure: No coins, 50% goods, 

50% items 

Alignment: Always neutral evil 
Advancement: 8-10 HD (Small) 

Level Adjustment: +5 

A swiftly moving, stark white creature 
darts and wheels nearby. Unnaturally 
the small humanoid has severe 
features with radically slanted purple 
eyes and a manic smile. The creature 
flits about wildly on what look to be a 
pair of butterfly wings sprouting from 
its back, frozen and shattered into 
sharp, jagged points. 

Winterlings are malicious fey that live 
high in snowy mountains and hills. 
With cruel senses of humor, they play 
deadly pranks on groups of mountain 
travelers, causing avalanches, 
landslides, cave-ins, and the like* Such 
acts often make them the real culprits 
behind local legends of haunted 
mountain passes. Winterlings also 
enjoy pulling smaller pranks on 
solitary travelers, like putting out their 
campfires or shaking tree branches to 
dump snow on top of them, 
Winterlings stand roughly 2-1/2 
feet tall. They look like white-skinned, 
white-haired elves with sharp. 


PLOT HOOKS 

Whether threatening arctic lands on their own or patticipating in some larger plot, the creatures 
presented in this article can be used In a wide variety of ways. Following are several suggestions 
and possibilities for adventures incorporating these frozen monstrosities into your campaign. 

Black Ice Golems 

A local fisherman finds a strange sculpture of black ice. Fearful, the fisherman keeps his 
distance and heads back to town to inform the local constable* who in turn sends the PCs to 
investigate the situation. Unfortunately, when the PCs arrive, they find nothing but a trail of 
craterous bloody footprints. It turns out that the crude statue ■$ in feet a black ice golem that 
begins rampaging through the area. 

The local forces are woefully unprepared for the situation, as nothing seems to even slow 
the rampaging titan. The constable entreats the PCs for their aid, but can they derail 3*000 
pounds of black ice before it destroys everything- 1 The key to doing so might be revealing the 
golem s master and the reason for the creature's construction, 

Icy Prisoners 

The region's annual midwinter festival culminates in a large ice skating contest held on a 
nearby pond. However* this year a terrible secret threatens disaster: An icy prisoner lurks 
beneath the placid-seeming ice 

The icy prisoner was a traveier who. while passing th rough the area, was murdered by one 
of the town's Inhabitants—a serial killer The killer hides hrs deeds by throwing the bodies of 
his victims into the pond, but at feast one victim was transformed into an icy prisoner 
After one of the locals goes missing, the PCs are hired to Investigate these mysterious 
disappearances. Can they trace the bodies to the kifier and reveal his crimes before more 
vengeful icy prisoners arise? 

Steaming Soldiers 

Steaming soldiers normally launch uncoordinated attacks against small groups and villages 
m cold areas. However, something recently has been amassing the creatures in numbers 
large enough to threaten the entire countryside. The huge gathering of steaming soldiers has 
literally put a pall on the regional capital, as enormous clouds of fog obscure everything in 
sight The townsfolk are sick with fright and an attack could come at any moment 

What is the force behind this strange coalition? Can the PCs find what holds the undead 
army together and destroy it before the capital is overwhelmed? 

Winterlings 

Although evil, winterlings are part of the natural world and frequently join forces with druids in 
arctic areas. While such alliances sometimes form to combat a natural threat, sheer hatred of 
civilized folk and the encroachment of civilization upon the natural world is most often the reason. 

A village built at the foot ofa mountain has heard uneasy rumblings from the slopes of late. 
Travelers frequently disappear, avalanches become all too common, and the mountain threatens 
to bury the entire village. Divinations have revealed that the forces of nature seem angry. This 
anger stems from the arrival of a group of fire cultists inhabiting the core of the mountain— 
actually an extinct volcano—who are attempting to reactivate it. The PCs must journey to find a 
local druid who lives among a tribe of winterlings to learn about and stop this plot. 


exaggerated features and gossamer 
wings. Their eyes tend toward light 
blues and violets with hair the shades 
of ice and snow. Reveling in the 
most wickedly cold weather as the 
fey of more temperate lands do in 
spring, winterlings have little need 
for clothing* but many wear a few icy 
bangles as ornamentation. Winterlings 
speak Elven and Sylvan, with some 
knowing additional tongues, 

COMfcAT 

Upon encountering other creatures, 
a winterling uses its ranged weapons 


and spell4ike abilities to harass 
them* If their victims react violently* 
it flees, only to attack targets later, 

Spell-Like Abilities: 3/day— chill 
metal (DC 15 ), fog cloud, gust of wind 
(DC 15), quench (DC 16), sleet storm , 
warp wood (DC 15): 1/day— ice storm 
(DC 17): Caster level 8th. The save 
DCs are Charisma-based. 

Skills: "In frigid areas of snow 
and ice a wlnterling's Hide bonus 
increases to +26. ^ 


62 


DRAGON 324 October 2004 













In RUNEBOUND, you 
and your friends play 
heroes in a fantasy 
realm full of monsters, 
perils, and treasure. 


The world is your to explore as you wish: 
Visit the Mountains of Despair, brave the 
Whispering Forest, or shop for magic items 
in the Great Taramir Bazaar. Wherever you 
go, adventure awaits you and because the 
game changes each time you play it, you'll 
never have the same adventure twice. 


















fk nother day, another graveyard; 

A many necromancers hmit their use 
' of the animate dead spell to that 
dreary philosophy. Humanoid zom¬ 
bies and skeletons march next to the 
occasional undead steed, while more 
dangerous creatures await creation 
by spells like create undead and create 
greater undead. Fortunately for practi¬ 
tioners of lire black arts — and unfor¬ 
tunately for everyone dse“—powertul 
xindead await only a creative necroman¬ 
cer to unleash them upon the world! 

The best way to create a better 
walking corpse, after all, is to find a 
better corpse. 


Finding the right creature to animate as 
a zombie presents two difficulties. First 
and foremost, zombies make only a 
single attack per round. Secondly, creat¬ 
ing a zombie doubles the base creature's 
Hit Dice, halving the number of control¬ 
lable undead created by the spell. Nor¬ 
mally skeletons serve a necromancer 
better than zombies, although when he 
needs a flying monster or simply desires 
tougher servants, the necromancer often 
turns to zombies. 












Big creatures with relatively few 
Hit Dice make the best zombies. A 
zombie's reach, damage, and natural 
armor ail scale up with its size. Since 
zombies can only make one attack 
each round, you need either a signifi¬ 
cant number of weak zombies or a few 
big zombies to be most effective. 

The only other significant abilities that 
a zombie transfers from the base crea¬ 
ture are speeds, natural armor. Strength, 
and Dexterity. Zombies created from 
creatures with a burrow, climb, fly or 
swim speed can use those movement 
types, and a high speed helps compen¬ 
sate for a zombie's inability to run. 

One last thing to look for in a zom¬ 
bie is a base creature with only one 
natural attack. Such creatures add 
1-1/2 times their Strength bonus on 
damage rolls, just like a character with 
a two handed weapon. Zombies can 
only make a single attack each round 
anyway, so make the most of it! 

mpmrra 

Some creatures don't make good zom¬ 
bies but can work quite well as skel¬ 
etons. Skeletons offer great optimization 
potential, especially compared to zom¬ 
bies. A necromancer may animate twice 
his caster level in Hit Dice of skeletons 
per casting of the animate dead spell 
and he can control up to four times his 
caster level. Skeletons can get multiple 
attacks each round, and they even use 
ranged attacks effectively. 


As with zombies, bigger is better, 
although a skeleton's Armor Class doesn't 
improve as much with larger size cat¬ 
egories. For skeletons, you should look 
for base creatures with multiple natural 
attacks. Most creatures with more than 
two attacks have a relatively high CR, 
making them difficult to summon (such 
as with the summon monster and summon 
nature's ally spells) but not to animate. 
Like zombies, skeletons retain their 
Strength and Dexterity scores, so try to 
find creatures with high scores in those 
abilities. Finally look for creatures that 
deal better damage for their size than the 
skeleton template's listed claw damage. 

Winged skeletons can't fly. However, 
skeletons can take advantage of other 
movement types. A very fast creature, 
like a deinonychus, retains its speed 
and running ability, making it a formi¬ 
dable mount. 

WWMIKfy 

Few creatures or characters prove 
more dangerous than a necromancer 
who pairs with a powerful tra ns muter. 
Such a duo can combine animate 
dead and various bizarre breeding 
experiments to produce a corps of elite 
undead capable of tearing apart any 
living creature. 

How? 

It's simple, really. The necromancer's 
level limits the number of zombies and 
skeletons he can control. Monsters usu¬ 
ally don't gain more Hit Dice with the 


addition of a template, but they 
generally do gain ability score increases, 
often to Strength and Dexterity. 

For example, a 6th4evel necroman¬ 
cer can control two ankheg zombies. 
Alternatively, he can control two 
half-dragon ankheg zombies, two half¬ 
fiend ankheg zombies, or even two 
half-fiend half-dragon ankheg zombies 
(remember, you can stack multiple 
templates on the same creature}. Of 
course, your DM might not always 
present such creatures for your party 
to slay, but that's why your necroman¬ 
cer has a transmitter ally with access 
to polymorph any object. The skeleton 
of a squirrel can become the dead 
body of a dragon turtle with the cast¬ 
ing of a single spell. 

OFTOMNU 

iiiti 

Necromancers seeking the best corpses 
to animate should consider the crea¬ 
tures listed on the Top Three Animate 
Dead Choices table. The primary 
creature or creatures for each caster 
level generally make good fighters as 
undead. Others work well as backup 
fighters, mounts for the necromancer 
and his allies, or for some other useful 
attribute. Keep in mind that a single 
animate dead spell can animate both 
skeletons and zombies if the creatures' 
total Hit Dice do not exceed twice the 
caster's level, 2 


TOP THREE ANIMATE DEAD CHOICES 


Caster 




Level 

1st Choice 

2nd Choice 

3rd Choice 

Sth 

5-headed hydra skeletons (2) 

ID-headed hydra skeleton 

Vrock skeleton 

6th 

6-headed hydra skeletons (2) 

12-headed hydra skeleton 

Glabrezu skeleton 

7th 

7’headed hydra skeletons (2) 

Wyvern skeletons (2) 

Athach skeleton 

8th 

S-headed hydra skeletons (2) 

Pegasus zombies (2) 

Marilith skeleton 

9th 

Pit fiend skeleton 

9-headed hydra skeletons (2) 

6-headed hydra skeletons (3) 

10th 

Young adult gotd dragon skeleton 

10-headed hydra skeletons (2) 

Pit fiend skeleton 

11th 

11-headed hydra skeleton (2} 

Young adult gold dragon skeleton 

10-headed hydra skeletons (2) 

12th 

12-headed hydra skeleton (2) 

6-headed hydra skeletons (4) 

Glabrezu skeletons (2) 

13 th 

Young red dragon skeletons (2) 

12-headed hydra skeleton (2} 

6-headed hydra skeletons (4) 

14th 

Athach skeletons (2) 

7-headed hydra skeletons (4) 

Remorhaz zombies (2) 

15th 

Cauchemar skeletons [2) 

Homed devil skeletons (2) 

5-headed hydra skeletons (6} 

16th 

Marilith skeletons (2) 

8-headed hydra skeletons (4) 

Deinonychus skeletons (8] 

17th 

Juvenile gold dragon skeletons (2) 

Cloud giant skeletons (2) 

Marilith skeletons (2) 

18th 

Pit fiend skeletons (2) 

juvenile gold dragon skeletons (2) 

9-headed hydra skeletons {4} 

19th 

Young adult red dragon skeletons (2) 

Storm giant skeletons (2) 

Pit fiend skeletons (2) 

20th 

Young adult gold dragon skeletons (2) 

10-headed hydra skeletons (4) 

Titan skeletons (2) 


October 2004 DRAGON 324 


65 







ECOLOGY 


by F. Wesley Schneider 
illustrated by Peter Bergting 


THE ECOLOGY 
OF HICHT HUGE 


I 

Begone, you hag who lurks in dreams t who drains our life 
through cries and screams. Cods bless this ward to keep 
me whole ; and keep the night hag from my soul. 

—Van Richteris Guide to Witches 

I nnumerable fears plague mortals, but among them fear of 
the dark, the intangible, and the unknown rank as some of 
the greatest. Hailing from the bleakest hells of the Outer 
Planes' endless infinities, countless creatures embody these 
most potent of fears. Among these extraplanar terrors, no one 
cruel breed so seeks to wreak horror and spread suffering as 
the nightmare queens of Hades, the sinister and hateful night 
hags. With a lust for power that rivals even the most ambitious 
devils combined with the hungry bioodlust of demons, night 
hags insatiably crave that which only the living proride. Com¬ 
moner or prince, human or elf, all have reason to fear, as night 
hags hunger equally for the souls of all mortals. 

Having preyed upon the living for countless centuries, 
warnings of night hags and their powers have become the 
stuff of superstitions and old wives' tales. Although little truth 


remains in such country advice, many such tales find their basis 
in actual practices capable of warding off a night hag’s predatory 
wrath. This article examines the nature of night hags, collecting 
an assortment of such minors, legends, and advice, to best pre¬ 
pare those who would face these otherworldly horrors. 

HISTORY OF NIGHT HUGS 

For many extraplanar creatures, it is enough to say that they 
always were, and thus they are now. However, night hags are 
as ancient as any fiend, and their similarities to the hags of the 
Material Plane raises the peculiar question of their origins. 
Many scholars speculate that night hags are merely planar rela¬ 
tives of nomial hags; another breed, native to the Outer Planes, 
and different only in the same ways that annis hags differ from 
green hags or sea hags. However, the fearful abilities and cruel 
cunning of night hags make them seem like ideals of the hag 
race. Regardless of their origins, most of those who investigate the 
specifics of night hags are interested in a much different history: 
the countless stories and towering records of terrorized countries 
and lifeless villages that owe their ruin to these hag queens. 



€6 


DRAGON 324 October 2004 








NIGHT HAG KNOWLEDGE 


A character might know something about night hags from stories or prior studies. The following 
table shows the results of a Knowledge (the planes] check as it relates to night hags. 

Knowledge 
(the planes) 

DC Result 

10 Some foul creatures haunt the dreams of mortals, wearing them down with 
increasingly horrible nightmares that eventually kill 
IS Night hags are fearful beings from the Outer Planes, more powerful than other 
hags, that take the forms of mortals and hunger for the flesh and souls of 
innocent creatures. 

20 Night hags are mistresses of nightmares that put their enemies to sleep and strangle 
them while unconscious. They are immune to many forces that affect mortals, such 
as fire and cold, and they never sleep. 

25 Night hags are far different creatures from normal hags, with vast knowledge of 
forbidden secrets and the power to become ethereal. Fortunately, night hags are 
vul nerable to weapons of magic cold iron. 

30 Night hags form alliances with a multitude of evil extraplanar creatures, know much 
of their ways, and afflict their enemies with the diseases of the lower planes. All night 
hags carry hcartstones, which they need to become ethereal and which hold the power 
to cure any disease. 


PHF5I010CV OF NIGHT M 

Evert when compared to other hags, night 
hags appear as grotesque crones. Said 
to look like extraordinarily ugly human 
women, such a statement does an irrepa¬ 
rable disservice to the gender of that spe¬ 
cies, Thus, a more apt description might 
compare them to small, female trolls; 
their skin ranging from a light purple- 
blue all the way to near black and blistered 
with the foul planar diseases they carry. 

Nearly all night hags wear wild manes 
of coarse black hair with bones, severed 
fingers, and small trinkets woven into 
it in whatever manner they believe 
makes them appear most threatening. 
This grotesque coif often dangles over a 
night hags face and much of her body, 
possibly hiding her rows of awkwardly 
protruding pointed teeth dripping with 
diseased saliva. Above, a pair of deep 
hollows veil hellish red pupils, little 
more than maddened pinpricks looking 
out over a sharply pointed nose. 

To augment their fearsome appear¬ 
ances, night hags often cover their 
grotesquely emaciated bodies in self- 
inflicted tattoolike scars. This sickly, 
tormented facade belies a night hag's 
significant strength and the threat of her 
wicked daws. However, many of a night 
hag's joints seem to bend in awkward 
ways, disturbing to mortal witnesses, 
which make them relatively slow and 
ungainly creatures. 


Night hags reproduce in a man¬ 
ner exceedingly foul to mortal minds, 
creating young to serve in their coveys 
or as servants. Using their polymorph 
spelUike ability to disguise themselves 
as mortal women* night hags seduce 
men into a meeting that as likely as not 
culminates in the males' deaths. After 
such a coupling, a night hag becomes 
pregnant for a length of time normal for 
women of her mate's species. At the end 
of this period, the night hag gives birth 
to a dark-haired female child otherwise 
indistinguishable from others of her 
mate's species. Having no concept of 


maternal instincts, night hags always 
foster their children, usually to unsus¬ 
pecting good-aligned creatures and even 
with the child's father if he still lives. 

At any time between the child's first 
birthday and puberty, a night hag might 
return to perform a series of despoil¬ 
ing rites that culminates in the child's 
transformation into a normal night hag. 
The process begins with an initial visita¬ 
tion during which the night hag must 
engage her child in a foul ceremony for 
an uninterrupted hour. After this initial 
ritual, the night hag must return three 
times* each visit thirteen days after the 


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October 2004 DRAGON 324 


67 





ECOLOGY 


last* On these visits, the night hag must 
suckle the child and feed it the flesh of a 
living larva, a process that takes an hour. 

If any of these feedings are interrupted, 
or if the night hag carft access the child by 
the end of the proper day, the child cannot 
be transformed into a night hag. Other¬ 
wise, the end of the final feeding Initiates 
a rapid and irreversible transformation, 
and within an hour the child becomes a 
full-grown night hag* Uncaring of their 
daughters but covetous of their uses, 
night flags often foster more children than 
they have any intention of transforming 
into full-blooded night liags, essentially 
keeping spare children littered across the 
planes should their plans require more 
servants or their current broods dwindle. 

PSYCHOLOGY AND 
SOCIETY Of NIGHT HUGS 

Naturally cruel beings, night hags 
obsess over dreams of power and end¬ 
less feasts of mortal souls. They think 
nothing of other creatures except in how 
they relate to die night hags’ desires* 

This leads night hags to relegate any 
creature less powerful than them to the 
position of either slave or meal, with 
slaves often merely serving as future 
meals. Night hags manipulate and bar¬ 
gain with creatures they don't believe 
they can defeat, in the hopes of extorting 
as much use as possible and perhaps 
leaving them vulnerable. 

Night hags pay little respect to the 
concept of racial privilege and contend 
with others of their race in the same 
manner they deal with all other creatures, 
with strong night hags subjugating their 
weaker sisters. Night hags sometimes 
deal with the hags of the Material Plane 
but never as equals and always as mas¬ 
ters. These extraplanar hags maintain a 
deeply rooted sense of superiority when it 
comes to normal hags and cruelly domi¬ 
nate either an individual or whole covey. 
Selfish and supercilious in the extreme, 
night hags rarely form coveys with their 
own kind and most assuredly never 
with lesser hags of the Material Plane. 
When a covey of night hags does form, 
it most often consists of a dominant 
night hag and two weaker night hags or 
even three night hags forced by a more 
powerful night hag to do her bidding. 


These weaker night hags might be hags 
the leader subjugated or, more often, the 
dominant hag’s own daughters* A covey 
of night hags has the same abilities of a 
covey of normal hags, as noted on page 
144 of the Monster Manual. 

NIGHT HUG LHIRS 

Night hags most commonly Inhabit the 
grim plane known as the Gray Waste of 
Hades, but their cruel ambitions cause 
them to roam far. Using portals, powerful 
magic items, and other planar connec¬ 
tions, night hags often travel quite exten¬ 
sively and blow much of the planes. 

Only the most powerful night hags 
make lairs on their native planes, using 
legions of lesser fiends, extraplanar hor¬ 
rors, and their own daughters to carve 
out small personal empires. Weaker hags 
prefer nomadic existences in such infer¬ 
nal realms but more often haunt wooded 
ruins and lonely crags near secluded 
towns and villages on the Material Plane* 
A night hag's lair often consists of two 
lairs, one on the Material Plane and 
another on the Ethereal Plane, Using 
their etherealness ability to drag materials 
with them from the Material Plane, they 
construct simplistic tow r ers of stone and 
iron—grim, hard edifices among the 
ghostly vapors* These terrible lairs are 
little more than planar prisons, holding 
captives a night hag particularly values or 
protecting her uncorrupted children dur¬ 
ing their crucial transformation period. 
Although these lairs might leave hostages 
victim to unpredictable planar dangers, 
night hags often delight in trapping their 
captives in the dual prisons of their grisly 
lair and the ghostly Ethereal Plane. 

With the ability to shift from lair 
to lair using her etherealness spell-like 
ability, a night hag spends much of 
her time on the Ethereal Plane schem¬ 
ing and performing all manner of foul 
rites. A night hag would probably lair 
solely on the Ethereal Plane, render¬ 
ing herself nearly undetectable to 
most hunters, if not for that plane's 
numerous threats* Between sporadic 
ether cyclones and the countless pow¬ 
erful creatures that lurk in that misty 
realm, the Material Plane sometimes 
offers a safer place to store posses¬ 
sions and captives. 


NIGHT HAGS 
AND LARVAE 


Night hags engage in a strange connection 
to the rare petitioners of Hades known as 
larva (see page 108 of the Manual of the 
Planes), The manifested souls of unques¬ 
tionably evil creatures reborn as bloated, 
yellow, wormlike beings, the existence of 
these creatures presents one of the great 
mysteries of the planes. With distorted 
faces reminiscent of those they had in life, 
larvae ooze a sickening, bilious fluid and 
constantly writhe like giant, squirming 
maggots. Although the specifics of their 
use remain vague, night hags require these 
abominations to reproduce. Some night 
hags even gather and trade larvae to other 
powerful evil creatures, which use them 
as food, currency, and as “soul stuff' for 
unspeakable projects. 

Night hags possess an uncanny ability 
to determine which mortals become larva 
upon their deaths and perhaps even know 
what foul deeds a soul must commit to 
damn it to eternity as a larva. Knowing 
that these irredeemably corrupt souls 
hold value among the most depraved 
creatures of the planes, night hags often 
seek out powerful evil individuals, either 
to slay them and claim the newly spawned 
larva or to corrupt their immortal beings 
into the abominations they covet. As 
creatures With more Hit Dice spawn more 
powerful larvae, night hags are an inces¬ 
sant threat to powerful evil creatures, 
especially to spelkasters who bargain 
with infernal powers. 

From her strategically chosen lair, a 
night hag ventures into the homes of her 
victims nightly and with ease, afflicting 
one creature at a time, savoring its tor¬ 
ment as its body weakens and dies. As 
a night hag's dream haunting can only 
affect chaotic or evil creatures, a night 
hag often preys first upon the outcasts 
of a settlement. Few become concerned 
when the criminals and rabble-rousers 
of their community die in their sleep— 
many even consider it a blessing—until 
the night hag's nocturnal assaults kill a 
notable person or someone considered 
innocent* Often, a community with a 
night hag lairing nearby believes some 
kind of plague resistant to all forms 
of natural and magical healing afflicts 
them. Such a belief might even cause a 
country to quarantine an area, effectively 
dooming it to a slow death at the daws 
of a voracious night hag. As some of the 
populace sickens and dies from the hag's 
dream haunting, even those who suspect 


68 


DRAGON 324 October 2004 






an otherworldly force can rarely hope to 
survive a combat against a night hag. 

On the rare occasions a night hag 
is suspected or discovered, actually 
finding her lair presents a formidable 
challenge. Night hags prefer small, 
secluded caves, hollows, or mins, 
choosing a lair both difficult to reach 
and that elicits fear from those who 
come near. Riddling the areas near 
their homes with magic traps and 
their servants, and with no need to 
sleep, night hags are rarely caught 
unaware. Night hags take great offense 
to intruders and often possess a variety 
of unique magic traps and weapons to 
deal with interlopers (see “By the Hands 
of Hags” in Dragon #300). 

VI NIGHT HAGS 

When facing a night hag, be prepared 
to face what might be the most dan¬ 
gerous and unrepentantly evil threat 
you could ever encounter. A night hag 
employs every advantage she com¬ 
mands and gladly makes even the 
most dire sacrifices to save her own 
life. Thus, extreme caution, devotion 
to your cause, and the blessings of 
whatever gods you pray to are the only 
things that might see you through. 

Revealing Nightmares: Beings suffer¬ 
ing from dream haunting gradually lose 
Constitution and often appear physically 
weaker. Although many diseases cause 
similar effects, night hags only haunt 
the drea ms of chaotic and evil creatures, 
thus spells like detect chaos and detect evil 
might reveal a hag's potential victims. 
True seeing most definitively reveals the 
presence of a dream haunting night 
hag, however, as she lurks on the Ethe¬ 
real Plane while terrorizing her victim. 

Locate the Lair: Although a night hag 
most likely travels ethereally, the tracks 
of her allies or those she’s captured 
might offer a hint about the creature's 
whereabouts. Once you locate it, a night 
hag s lair might be guarded by almost any 
threat culled from the mortal world or 
from the outer planes. Thus, divination 
spells and high Listen, Spot, and Search 
bonuses help protect you from any man¬ 
ner of attack. 

Prepare for Etherealness: Upon 
encountering a night hag, you must 


prepare to defend yourself from a 
creature capable of becoming ethereal. 
Shield spells and items like a broach 
of shielding defend against her ability 
to cast magic missile at will. True seeing 
helps immensely, both to locate the 
night hag on the Ethereal Plane and to 
detect her attempts to poly morph herself 
into another form and hide. Spells and 
magic items capable of ensnaring even 
ethereal creatures, such zsforcecage, 
prove exceptionally useful. 

However, the best way to face an 
ethereal night hag is confronting her 
on equal footing. This makes the ability 
to become ethereal, as per the ethereal 
jaunt or etherealness spell, exceptionally 
useful, although trapping a hag on the 
Material Plane, via dimensional anchor 
or dimensional lock spells or with dimen¬ 
sional shackles , could be an even more 
potent tactic. 

The best way to deal with a night 
hag’s etherealness is to take or destroy 
her heartitonc. Without it a night hag 
loses her ability to become ethereal and 
bonuses to her saves. 

Face Your Fears: Many novice hunt¬ 
ers turn to the dismissal spell as a swift 
way of dispatching outsider threats—a 
method fraught with potential for fail¬ 
ure when used against a night hag. The 
primary danger is that dismissal forces 
its target to make a Will save, which 
the night hag holds the highest chance 
of succeeding at. Also, even if the spell 
does work, it only returns the night 
hag to the Gray Wastes of Hades. Being 
immortal creatures with a penchant for 
hatred, cruelty, and revenge, a banished 
night hag often remembers those who 
slighted her and might spend the rest 
of eternity searching for whomever 
banished her to repay the slight. 

Stay Grounded: Although night hags 
often use it to spy upon and retreat from 
hunters, their etherealness ability provides 
one of their most threatening attacks . 

Upon grappling a target, a night hag that 
shifts to the Ethereal Plane might trap 
an opponent there, potentially cutting 
him off from his allies. Knowing that 
sorcerers and wizards have the highest 
likelihood of detecting and harming 
them while ethereal, as well as having the 
least chance of resisting a full-on assault, 


night hags watch for chances to ambush 
and slaughter spellcasters in this man¬ 
ner Protect your spellcasters from this 
strategy by giving them a better chance at 
avoiding and resisting grapple attempts. 
Spells such as blur , buffs strength, displace - 
mmt, and grease might help. Also, keep 
scrolls ofethereal jaunt or scrolls of ethereal¬ 
ness on hand to allow other characters to 
come to the trapped character’s rescue. 
You might even cast dimensional anchor 
on yourself and party members if you 
anticipate an encounter with a night hag. 

Strike While the Iron is Cold: Only 
magic cold iron weapons ignore a night 
hag’s damage reduction. Consider own¬ 
ing such a weapon or using the magic 
weapon spell on mundane cold iron. 

Protect Hostages: Night hags often 
hold captives on the Ethereal Plane and 
use them as bargaining chips to manipu¬ 
late hunters or others who care about the 
hostage’s safety. Ruthless crones, night 
hags brook no insolence, and they swiftly 
shift to the Ethereal Plane to dispatch 
their prisoners, often taking severaJ cap¬ 
tives to allow them to easily make a gory 
example of one or more. In such cases, 
your primary concern should be keeping 
the night hag away from her hostages. 
The dimensional anchor and forcecage 
spells again prove useful, allowing the 
party to combat the hag without fearing 
for the safety of innocents. 

Beware Waking Nightmares: Night 
hags often enlist the aid of the fiendish 
steeds known as nightmares, espe¬ 
cially prizing half-fiend cauchemars. 
With the aid of a creature that is both 
a plane-shifting mount and a powerful 
ally in combat, night hags gain all the 
benefits of mounted com bat and the 
ability to hide not just on the Ethereal 
Plane, but on any plane connected 
to the Astral Plane. Your best hopes 
rely on swiftly dispatching the night 
hag’s nightmare or casting dimensional 
anchor upon either the mount or the 
rider to limit their planar mobility. 

Deal with the Disease: Upon dispatch¬ 
ing a night hag, liberally applied Heal 
checks and cure disease spells ward off the 
effects of demon fever You should also 
watch for multiple afflictions contracted 
from the night hag’s allies or traps, as they 
favor poisoned and diseased guardians. ^ 

October 2004 DRAGON 324 


69 








SPELLCRAFT 


by Rich Rurlew 
illustrated by Mike May 



HIDDEN BOOK 


O n an unremarkable shelf in the most neglected 

section of the least prestigious magic university in the 
land sits a small brown book with no distinguishing 
qualities whatsoever. Entitled simply Aw Examination of the 
Effect of Atmospheric Disturbances on die Mating Habits of 
Aphids, none of the many learned wizards and scholars who 
have searched through the library's stacks over the years 
have ever felt even the slightest urge to peruse it. It has 
thus sat untouched for decades, perhaps centuries, since its 
gnome author donated it to the school. 

Unknown to all, however, the small book's author was 
not the long-forgotten sage whose name appears on the 
cover, but rather a powerful gnome illusionist. The gnome 
spent his entire professional life stretching the boundaries 
of what illusion magic can accomplish and recorded all 
of his findings in this single tome. While he gifted the 
university with the sum of his knowledge, his sense of 
humor could not resist playing a little joke on future 
generations. He gave his work a fake title and author, and 
interspersed engravings of aphids throughout the text to 
give anyone flipping through it the impression that the 
book's title was accurate. He also littered the book with 
secret page spells. Finally, be delivered his masterpiece 
mixed in with seven cartloads of other mundane books that 
he had acquired solely to camouflage his true gift. Thus. 


the book was added to the university's collection with no 
one the wiser to its true contents. 

One of the gnome illusionist's most promising 
apprentices began searching for her master's masterpiece 
soon after he died. She knew he donated it to a library, but 
she could never find out when or to which one. Knowing 
her master's penchant for supporting smaller institutions 
of learning, she began a search for the book among all the 
lesser magic university libraries. Even the smallest such 
libraries held thousands of tomes, and she never knew 
which of the myriad books in the stacks belonged to her 
master. Her quest to locate the Hidden Book, as she called 
it, passed down to her apprentices, and then to theirs. Four 
generations of gnome wizards have searched for the Hidden 
Book and none have yet found it. It has become something 
of a joke among gnome scholars, and many wonder if the 
book ever existed at all. 

The book does exist, and some of its contents are 
described below, 

CHALKBOARD 

Illusion (Figment) 

Level: Sor/Wiz 0 

Components; S, M 

Casting Time: 1 standard action 


70 


DRAGON 324 October 2004 











Range; Close (25 ft + 5 ft./2 levels) 
Effect; Figment of chalkboard up to 10 
ft. by 10 ft. square 

Duration: Concentration + 1 round/ 
level 

Saving Throw: Will disbelief (if 
interacted with) 

Spell Resistance: No 

Favored by apprentices and young 
wizards just coming into their 
magical powers, this spell creates 
an intangible, opaque, floating 
plane with the appearance of a slate 
chalkboard. The chalkboard must be 
square, but it can be any size from 1- 
inch to 10-feet square. It first appears 
floating vertically at arm's length 
from you. Thereafter, as long as you 
continue to concentrate, you may 
move the image within the limits of 
the spell's range as a free action. You 
can draw on this illusory chalkboard 
by moving your finger as you would 
apiece of chalk. An illusory line 
of any color you choose appears 
as you move your hand across the 
plane. You can erase existing lines 
by wiping them out with the flat 
of your hand. You can create the 
chalkboard as either a blank plane or 
one covered in writing and pictures 
(as detailed or vague as you wish, but 
within the limitations of what you 
can create with chalk). 


If you move, the illusion moves 
with you, always staying in the 
same relative orientation to you and 
distance from you. You can hide 
behind a sufficiently large chalkboard, 
providing you with concealment. 
Material Component: A piece of 
colored chalk. 

HIM Of GRANDEUR 

Illusion (Phantasm) [Mind*Affecting] 
Level: Brd 2, Sor/Wiz 2 
Components: V 

Casting Time: 1 standard action 
Range: Medium (100 ft. + 10 ft/level) 
Target: One creature 
Duration: 10 min./level 
Saving Throw; Will negates 
Spell Resistance: Yes 

This powerful phantasm fools the 
subject into believing itself more 
competent than it really is. The spell 
makes any action the target considers 
attempting, even the most daunting 
feats, seem easily accomplished 
requiring only a token effort. Deadly 
wounds seem like mere scratches, 
stalwart foes appear weak and 
intimidated, and the subject’s own 
attacks seem stronger and more 
effective. As a result of its skewed 
perceptions, the subject suffers a -2 
penalty on all attack rolls, saves, ability 
checks, and skill checks, as well as a 


NEW SPELLS WITHIN 
THE HIDDEN BOOK 


The Hidden Book contains many illusion 
spells from the Player's Handbook, as well 
as lengthy treatises on proper ways to use 
them. It is most notable, however, for the 
spells developed personally by the tome s 
author. He was a master of using illusions in 
unusuai and unexpected ways, particularly 
mind-altering phantasms. The following 
spells represent some of his more creative 
experiments in his chosen field. 

Assassin Spell 

Znd’Level Assassin Spell 

Phantom Foe: Phantasm flanks subject. 

Bard Spell 

2nd-level Bard Spell 

Delusions of Grandeur. Subject becomes 
overconfident and careless. 

Sorcerer/Wizard Spells 

0-Level Sorcerer/Wizard SpeJis 

Chalkboard: Creates opaque plane you can 
write on. 

2nd-level Sorcerer/Wizard Spells 
Delusions of Grandeur: Subject becomes 
overconfident and careless. 

Phantom Foe: Phantasm flanks subject, 

3rd-level Sorcerer/Wizard Spells 
Sensory Depravation: Subject cannot 
perceive world around It 
6th-Level Sorcerer/Wizard Spells 
Shadowy Grappter: Shadowy force 
grapples subject. 

Solipsism: Subject is convinced the 
world is fake. 


October 2QQ4 DRAGON 324 


71 





SPELLCRAFT 


-2 penalty to its Wisdom score. This 
penalty cannot reduce the target's 
Wisdom below 1, Finally, the subject 
becomes so completely enamored with 
its own (false) abilities that it cannot 
fight defensively or take the total 
defense action, 

PHANTOM FOE 

Illusion (Phantasm) [Mind-Affecting) 

Level: Assassin 2 r Sor/Wiz 2 

Components: V, $, F 

Casting Time: 1 standard action 

Range: Touch 

Target: Creature touched 

Duration: 1 round/level 

Saving Throw: Will negates 

Spell Resistance: No 

This spell creates in the target's 
mind an illusory double of 
whichever creature threatens it 
that it deems most dangerous. The 
form of this phantom foe changes 
as appropriate whenever the target 
perceives a different threatening 
creature as more dangerous than 
the last This illusory double creates 
two effects. 

First the phantom foe flanks the 
target with the creature the target 
fears most. If that space is already 
occupied, the phantom foe occupies 
another flanking position or the 
closest available square. This ensures 
that while the spell lasts, the target is 
always flanked. Creatures immune to 
flanking are not subject to this aspect 
of the spell. 

Second, the target of the spell is 
unable to determine where the real 
threat lies. Whenever the target 
attempts to attack the threatening 
creature, the target suffers a 50% 
miss chance. Because this miss 
chance comes from the target's 
inability' to tell the phantom foe from 
the original, it is rolled separately 
from chances to miss due to 
displacement or concealment. 

Creatures other than the target 
cannot see the phantom foe. although 
they can attempt to guess its location 
by how the target acts. If no creature 
threatens the target for more than 
1 round, or if the phan tom foe 


cannot threaten the target, the spell 
immediately ends. 

Focus: A tiny pewter figure of a 
warrior that costs 10 gp. 

SENSORY DEPRIVATION 

Illusion (Phantasm) [Mind-Affecting] 

Level: Sor/Wiz 3 

Components: V, S, M 

Casting Time: 1 standard action 

Range: Medium (100 ft. + 10 ft/level) 

Target: One creature 

Duration: 1 round/level 

Saving Throw: Will negates 

Spell Resistance: Yes 

Rather than creating an illusion of 
something, this spell creates an illusion 
of absolute nothingness. The spell 
effect surrounds the target in a dark 
dinging shadow only it perceives, 
which blocks all auditory, olfactory', 
taste, and visual sensations. In addition, 
it blocks finely tuned senses of touch 
such as those that provide a creature 
with tremorsense. A subject that fails 
its save is blinded and deafened, and 
it gains no benefit from biindsense, 
blindsight, scent, or tremorsense. 

The subject retains any telepathic or 
empathic links it might possess with 
other creatures while affected by the spell. 

Material Component: Black silk cloth 
tied like a blindfold, 

SHADOWY CRAPFIER 

Illusion (Shadow) [Mind*Affecting] 

Level: Sor/Wiz 6 

Components: V, 5, M 

Range: Medium (100 ft. + 10 ft./level) 

Target: One creature 

Duration: 1 round/level (D) 

Saving Throw: Will partial (see text) 
Spell Resistance: Yes 

Upon casting this spell, you create 
a shadowy force perceptible only to 
the target that automatically grabs 
the target (see the grappling rules on 
page 156 of the Flayer's Handbook). 
The shadowy force immediately 
attempts to establish a hold on the 
target with a grapple check bonus 
equal to 10 + your caster level + your 
bonus for the relevant spdlcasting 
ability (Intelligence for wizards and 


Charisma for sorcerers). If the target 
succeeds at its saving throw, the 
creature's grapple check bonus is 
cut in half. For example, a 12th-level 
sorcerer with a 16 Charisma who casts 
this spell creates a shadowy grappler 
with a grapple check bonus of+25 if 
the target fails its save and +12 if the 
target makes its save. 

Every round on your turn, the 
shadowy grappler makes a grapple 
check against die target. Once it has 
a hold, the shadow)' force attempts to 
pin the target on the following round. 
If the imaginary grappler establishes 
a pin t it uses the option to prevent the 
target from speaking (see ”If You're 
Pinning an Opponent” on page 156 of 
the Flayer's Handbook). The imaginary 
grappler always attempts to maintain a 
grapple or work toward a pin. 

The imaginary grappler is always 
considered in the same square as the 
target and moves with the target for as 
long as the spell lasts. Other creatures 
cannot join the grapple, either to assist 
the target or the imaginary grappler. 

Material Component: A dried 
squid tentacle. 

SOLIPSISM 

illusion (Phantasm) [Mind-Affecting] 
Level: Sor/Wiz 6 
Components: V 

Casting Time: 1 standard action 
Range: Medium (100 ft, + 10 ft /level) 
Target: One creature 
Duration: 1 round/level (D) 

Saving Throw: Will negates 
Spell Resistance: Yes 

You manipulate the senses of one 
creature so that it perceives itself 
as the only real creature in all of 
existence and that everything around 
it is merely an illusion. 

If the target fails its save, it is 
convinced of the unreality' of every 
situation. It takes no actions, not even 
purely mental actions, and instead 
watches the world around it with 
bemusement. The target becomes 
effectively helpless and takes no steps 
to defend itself from any threat, as it 
considers any hostile action merely 
another illusion, w 


72 


DRAGON 324 October 2004 








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REUNION! 


V 

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MAGIC SHOP 


by Robert J, Hahn 

illustrated fey Eric Ktm s(Jim Zubkamch 



T rue power demands a price. The monk who forsakes 
simple comforts for martial mastery, the rogue who 
indulges his vices and must live a step ahead of the 
law, and the cleric who dedicates her existence to her 
god all make sacrifices for the power they desire, Magic 
also demands such a price for the vast power it offers, a 
price as considerable as the world shaping might it prom¬ 
ises, The following magic items embody this truth, each 
requiring something from their users to inspire their 
potent magic, 

HEHOlin MERCY 

The god Heironeous granted the first of these gloves to his 
worshipers during one of their earliest crusades. The armies' 
limited numbers of clerics were positioned at the forefront 
of their offensive, but the lack of healing magic in support¬ 
ing offensives was taking its toll. Even in integral battles, 
severely wounded warriors died before a priest could be 
found. Thus, these gloves were created, granting the wearer 
both the power to heal and the means to send a tortured soul 
to Heironeous’s embrace. 

These pale gray gloves allow the wearer to use dmthwatch 
at will and death kndl 3 times per day. In addition, once per 
day, these gloves allow their wearer to transfer wounds from 
an injured creature to himself The wearer must choose how 
many hit points of damage he wishes to absorb, up to a max¬ 
imum of 20 hp, healing the touched creature by that amount 
and suffering the absorbed damage himself. 

Faint necromancy; CL 5th: Craft Wondrous Item, death 
kndl, deathwatch; Price 30,000 gp; Weight 1 lb. 



RING Of THE MYniCI ELITE 

Typically created by specialist wizards who have very 
restricted views of magic and cast spells from a limited 
number of schools, these rings are most commonly 
granted from one member of an arcane brotherhood to a 
spellcaster being offered membership. These rings offer 
more power in a focused area, but at the cost of flexibility. 
Anyone discovered wearing a ring not given to them can 
expect severe repercussions, the least of which is loss of 
the ring itself. 

After being worn for 24 hours, this ring grants the 
wearer a number of bonus spells. These bonus spells can 
be chosen from any spell level the caster can prepare or 
knows. The combined spell levels of these bonus spells 
equal the wearer's caster level Thus, a lOth-level wizard 
could prepare a number of bonus spells whose total spell 
levels are equal to 10; such as two 5th level spells, or one 
4th-, 3rd-, 2nd-, and Ist-level spell. These bonus spells 


DRAGON 324 October 2004 


74 









THE HIM OF KfllETOR 

Kaletor was a half-elf druid whose 
black bear animal companion was 
slain defending him from an attack. 
In his grief Kaletor attempted to 
return his friend's spirit into its 
dead body, but he failed. Instead, he 
trapped a small part of his friend's 
spirit in the decomposing skin. Sens¬ 
ing the spirit, Kaletor tanned the 
bear's hide, believing that he could 
wear the skin as a cloak and forever 
have his friend beside him. While 
never able to communicate, he could 
feel the bear's strength with him 
whenever he wore the tattered bear¬ 
skin cloak. 

This bearskin cloak is shaggy 
and unkempt with the bear's head 
forming a hood. It gives off a pow¬ 
erful rotting stench that is imme¬ 
diately noticeable and incurs a -6 
penalty on all Charisma-based skill 
checks and wild empathy checks. 
When wearing the skin of Kaletor, a 
druid can use the wild shape abil¬ 
ity as if he were four levels higher 
than his current druid leveL Addi¬ 
tionally, any non-druid who wears 
the cloak can use the wild shape 
ability once per day as a 4th- 
level druid. 

Faint transmutation; CL 4th; 
Craft Wondrous item, creator 
must be a druid; Price 12,000 
gp; Weight 10 lb. 


THE FOOL’S PLATE 


Only a fool would use a 
silver serving tray as a 
buckler, right? Temsel 
“Floppy Ears" Garson, 
eminent gnome jester of 
a late king, made this item 
a household legend when he 
foiled an assassination attempt 
aimed at his majesty. It's been 
said that the would-be assassin 
laughed so hard at the fool brandish¬ 
ing a serving plate that he fell uncon¬ 
scious from lack of breath, but the 
more prominent story {told by the 
jester himself) spins a tale of daring 
wits and mesmerizing magic. 

This + J buckler appears at first 
glance to be nothing more than a sil¬ 
ver platter. When used as a buckler, 
its mirrored face forces anyone who 
attacks the wielder to make a DC 10 
Will save or come under the effect of 
a daze spell. The wielder can also use 
the shield once per day to cast hyp¬ 
notic pattern. Unfortunately, whenever 
either of these spells are invoked, the 
shield's user must make the same 
save as his target or be affected by the 
same effect. 

Faint illusion; CL 3rd; Craft Magic 
Arms and Armor, daze t hypnotic pat¬ 
tern; Price 7,200 gp; Weight 3 lb. 


are prepared and cast as normal and 
may be used in conjunction with 
metamagic feats. 

However, each of these rings 
forbids the wearer from using a par¬ 
ticular school of magic immediately 
upon donning it Roll on the follow¬ 
ing chart. If the character is already 
denied the school forbidden by the 
ring, roll again. Once the forbidden 
school is chosen, it does not change 
unless the ring is removed for 24 
hours; after that time, the for¬ 
bidden school is again chosen 
randomly when the wearer 
puts on the ring. 

Strong universal; CL 17th; 

Forge Ring, irish; Price 306,000 
gp; Weight —, 


FORBIDDEN SCHOOL 

dS Result School 

1 Abjuration 

2 Conjuration 

3 Divination 

4 Enchantment 

5 Evocation 

6 Illusion 

7 Necromancy 

8 Transmutation 


IEBER RIHC OF IDE MYITICfll ELITE 

This ring functions exactly as a ring 
of the mystical elite except that the 
combined spell levels of the bonus 
spells cannot exceed half the wearer' s 
highest caster level. Thus, a 13th 
level sorcerer can cast a number of 
additional spells per day whose com¬ 
bined spell levels are no greater than 
6. Additionally the ring only forbids 
spells from the forbidden school of 
4th level and higher. 

Strong universal; CL 13 th; Forge 
Ring, limited wish; Price 
182,000 gp; Weight—, 



MW! Win WIND 

The druid Shadahkar imbued these 
sandals with the spirit of the leopard 
to allow her swift passage across the 
savannas of her homeland, Origi¬ 
nally used by messengers to travel 
swiftly from village to village, they 
later became instrumental in her 
people's war against gnoll invaders, 


October 2004 DRAGON 324 


75 





MAGIC SHOP 



providing a fast and reliable commu¬ 
nications network. 

These leopard-skinned sandals grant 
the wearer an extra 10 feet to her base 
movement and access to the Endurance 
and Run feats. However, they make the 
wearer jittery and generally off balance, 
causing a -2 penalty to Dexterity. 

Faint transmutation; CL 1st; Craft 
Wondrous Item, expeditious retreat; 

Price 8350 gp; Weight 1 lb* 

MANTLE Of THE WINTER WITCH 

Sasrasandra, a sorceress from the north¬ 
ern wastes, discovered this cloak buried 
in the treasure of a young white dragon. 
Its power was her first step in uniting 
the tribes of the frozen north, who in 
turn granted her the title of Winter 
Witch, Lost decades ago to an elven raid¬ 
ing party, various tribal leaders still covet 
its power, hoping to be the chieftain who 
once again reunites the tribes. 

The wearer of this mottled, white * 
fur-trimmed cloak gains resistance to 
cold 10, and a +1 bonus per damage 
die to any spell she casts with the cold 
descriptor. While wearing the cloak, the 
wearer feels an unnatural aversion to 
fire, gaining vulnerability to fire. Crea¬ 
tures vulnerable to fire take half again 
as much {+50%) damage as normal 
from fire effects, regardless of whether 
a saving throw is allowed or if an 
allowed save is a success or failure. 

Moderate evocation; CL 9th; Craft 
Wondrous Item, cone of cold, resist 
energy; Price 17,000 gp; Weight 2 lb, 

HCIBTIHIlin FOLLY 


long as the wearer keeps speaking (which 
is a free action) +5 rounds. Unfortunately, 
the magic of this armor is unstable, and 
10% of the time, the ability does not 
work and instead panics all affected 
creatures for 10 rounds. 

Moderate enchantment; CL 
8th; Craft Magic Arms and 
Armor, creator must be a bard; 

Price 6,000 gp; Weight 35 lb. 

MASK OF FURY 

Ore priests originally created 
these ferocious symbols of 
war to aid their wandering raiders, but 
many have since fallen into the hands 
of adventurers* Ores revere these masks 
with religious devotion and considerate 
it blasphemy to find one in the hands of 
a non-ore. Entire warbands of ores swear 
quests to recover these masks from the 
hands of other races. Once recovered, 
cleansing the mask of the non-ore's taint 
entails a grisly ritual that includes bath¬ 
ing the mask in the blasphemer's blood. 

This half mask bears the image of 
a predatory beast, granting the wearer 
the ability to rage, as the barbarian 
ability, twice per day. The mask can only 
be activated by smearing it with the 
wearer’s own blood, an act that requires 
a standard action and causes 3 points of 
damage if the wearer has not suffered 
damage in the last hour. However, if the 
wearer has been wounded within the last 
hour, activating this item is a free action 
that requires no further blood loss. 

Faint enchantment; CL 5th; Craft 
Wondrous Item, rage; Price 12,000 gp: 
Weight 2 lb* 


This crude +2 thundering cold iron 
warhammer has been wielded for centu¬ 
ries by both master and amateurs alike. 
This long service has granted it a kind 
of semi-intelligence. The warhammer 
expects competency from its wielder and 
punishes those who fail to use it properly. 
When a wielder fails an attack roll, the 
warhammer bestows a cumulative -1 
penalty on its next attack roll. Should the 
wielder fail ten consecutive attack rolls, 
the warhammer abandons the wielder 
permanently. Henceforth, should the 
failed wielder attempt to use the warham¬ 
mer, it becomes too awkward to wield. 
Conversely* the warhammer gamers a 
cumulative +1 circumstance bonus per 
failed attack roll to the warhammer s next 
damage roll* The warhammer resets for 
each new r wielder but remembers a past 
wielder s performance indefinitely. 

Moderate necromancy; CL 6th; Craft 
Magic Arms and Armor, blindness/deafness; 
Price 18,000 gp; Weight 5 lb* S’ 



HAMMER OF SKILL 

The hammer of skill is a legend from an era 
long past* Created by dwarven craftsmen 
before the race had mastered the crafting 
of metal, this misshaped, unadorned pig 
iron hammer is an eyesore at best. Yet in 
the hands of a competent warrior, die ham¬ 
mer pushes the wielder to new heights of 
skill and faculty as it forces its wielder to 
improve at all costs. 


Agustinius was a great general known 
for his brilliant and inspiring speeches 
before battle. On the eve of what would 
have been his ultimate victory, he gallantly 
rode up and down the line, inspiring his 
troops* Yet something went wrong. His 
words rang hollow, and fear crept into his 
soldiers 1 souls. By the time of the enemy's 
advance, Agustinius's army was in full 
retreat, and the war was lost. 

This +2 banded mail grants its wearer 
the ability to inspire courage once per day 
as an 8th level bard* To activate the ability, 
the wearer must use a full-round 


action to give an inspiring 
speech. The ability lasts for as 


76 


ORACQN 324 October 2004 










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HEROIC FEATS 


by Nick Simmonds 


RACIAL FEATS 


B eings of the same race have a 
bewildering variety of body types, 
appearances, and abilities* Most 
of these variations fit within the D&D 
definition of that being's race, but some 
are well outside the standard. How can 
you, as a player, account for the vast 
differences among members of your 
character's race? 

Racial feats. 

Racial feats alter a character's 
racial characteristics. They create 
a creature different from others of 
her kind. They alter racial bonuses 
and penalties, or create them where 
they do not exist. In many cases, 
they make deeper changes to your 
character as well. 

A character may only have one racial 
feat, and it must be selected at 1st level. 
Fighters cannot use their fighter bonus 
feat at 1st level to gain a racial feat. 

HUMAN BLOOD [RACIAL] 

Your humanity dominates your ancestry. 

Prerequisites: Partial human 
ancestry (such as half-elf or half-ore), 
must be taken at 1st level. 

Benefit: You gain +1 skill point at 
1st level and every level thereafter. 

For all effects relating to race, you are 
considered a human* 

IAAATE MACK [RACIAL] 

You can cast a minor spell 

Prerequisites: Int 3, Cha 11, must be 
taken at 1st level 
Benefit: Select a 0-level spell You 
gain the spell-like ability' to cast this 
spell once per day. Caster level 1st: save 
DC 10 + Cha modifier* 


78 


DRAGON 32A October 2004 


[LEADER [RACIAL] 

You are slim for your race. 

Prerequisite: Must be taken at 1st level 
Benefit: You gain a +1 racial bonus 
on Disable Device, Escape Artist Move 
Silently and Tumble checks. Decrease 
your weight by 10%. 

[LOW MATURATION [RACIAL] 

Your body ages slower and you retain 
your youthful outlook on life longer 
than others of your race* 

Prerequisites: Must be taken at 1st 
level must be younger than middle age. 

Benefit: It takes you 50% longer than 
normal for your race to reach the next 
age category. 

HOCKY [RACIAL! 

You have a thicker, stouter body than 
normal for your race* 

Prerequisite: Must be taken at 1st level 
Benefit: You gain a +4 bonus on 
ability checks made to resist being 
bull rushed or tripped when standing 
on the ground. This bonus stacks 
with dwarven stability. Increase your 
weight by 10%, 

SUPERIOR AERRIAC [RACIAL] 

You can discern even the finest 
differences in sounds, giving you an 
exacting ear. 

Prerequisite: Must be taken at 1st level. 
Benefit: You gain a +1 bonus on 
Listen checks and on Perform 
(keyboard instruments), Perform 
(percussion instruments), Perform 
(string! nstr u men ts), Per fo rm 
(wind instruments), and Perform 
(sing) checks. 


SUPERIOR [EASE OF SMELL [RACIAL] 

Your sensitive nose can detect even the 
most minute oders. 

Prerequisite: Must be taken at 1st level. 
Benefit: You gain a +1 bonus on 
Craft (alchemy) and Heal checks, and a 
+2 bonus on Survival checks* 

SUPERIOR TASTE [RACIAL] 

You have a heightened sense of taste* 
Prerequisite: Must be taken at 1st level. 
Benefit: You gain a +3 bonus on 
Spellcraft checks made to identify a 
potion and a +3 bonus on Fortitude 
saves to resist the effects of an 
ingested poison, 

SUPERIOR TOUCH [RHCIAL1 

You feel every imperfection in even 
the smoothest texture, and your skin 
senses the slightest vibration. 

Prerequisite: Must be taken at 1st level. 
Benefit: You gain a +1 bonus on 
Disable Device, Open Lock, and 
Sleight of Hand checks* In addition* 
you gain a +2 bonus on Spot checks 
made to pinpoint the location of an 
invisible creature* 

SUPERIOR VISION [RACIAL! 

Your eyesight is truly extraordinary. 
Prerequisite: Must be taken at 1st level. 
Benefit: You gain low-light vision* 

If you already have low-light vision, 
you can now see three times as far 
as a human in conditions of poor 
illumination. 

Normal: A character with low-light 
vision can see twice as far as a human in 
conditions of poor illumination. 2 








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GAINING PRESTIGE 



by Scott Fitzgerald Cray 
illustrated by Andrew Hou 


80 


DRAGON 324 October 2004 







THE SWORN SLAYER 


I n a world where combat prowess 
and oaths of loyalty are the measure 
of many heroes, the sworn slayer 
stands out as an unstoppable engine of 
vengeance and destruction—a dedicated 
hunter of the world's most feared 
and fearsome creatures. Choosing to 
foreswear all other mortal motivations, 
a sworn slayer pledges a lifelong oath 
of enmity against a specific kind of 
creatine. He follows a path that can 
lead as easily to an outcast's life on the 
fringes of society as it can to a hero’s 
legacy, standing tall in society's defense. 

From the jaded undead hunter 
bearing his many hunts' scars—of 
both body and soul—to the easygoing 
giant hunter full of youth and hubris, 
the sworn slayer class accepts any who 
wish to protect the helpless masses. 

No organization or brotherhood links 
sworn slayers, and many prefer working 
alone or with companions who aren't 
sworn slayers themselves. Competitions 
between sworn slayers oathbound 
to destroy the same kind of creature 
rarely result iti friendly rivalries: the 
unquenchable need of sworn slayers 
to bring ruin upon the creatures they 
hate sometimes make them oppose 
each other as much as those they truly 
seek to destroy Swom slayers whisper 
stories of sabotaged ambushes and 
capture at die hands of those who 
fight the same creatures they do. A 
swom slayer never takes apprentices 
and never teaches others his secrets; 
he learns his techniques the hard way. 
Times are changing among the swom 
slayers, though, and newer members of 
the class band together in order to bring 
down bigger, tougher foes. 

Sworn slayers come from those who 
have suffered a great loss at the hands 
of the creatures they seek to destroy 


This vengeful aspect of the sworn slayer 
comes from the death of a loved one 
or the utter destruction of the sworn 
slayer's home. Clerics, monks, and 
paladins might come to the class after 
witnessing the destruction of their 
monastery or temple. A druid or ranger 
might swear an oath to annihilate a race 
of monsters that ravaged his beloved 
forest, grove, or oasis. The loss need not 
result in death or poverty, but it must be 
severe and its effects long felt. 

Although their origins are as varied 
as the creatures they pledge their lives 
to destroy, all swom slayers share one 
trait: a willingness to abandon all other 
precepts, callings, and pursuits in the 
name of retribution. With a lifestyle 
devoted to the destruction of perilous 
foes, the warrior classes tend to fill 
the ranks of the sworn slayers , as they 
most easily achieve its requirements. 

Rangers and paladins find the swom 
slayer's single-minded purpose a natural 
extension of their own dedication and 
moral duty Fighters also excel as swom 
slayers, finding a focus for the full 
destructive capability of their combat 
ability. Since a ranger's favored enemy 
bonuses provide a solid foundation on 
which to strengthen the sworn slayer's 
own abilities, characters driven to seek 
the path of the swom slayer often take 
levels of ranger (with an appropriate 
favored enemy). Paladin swom slayers 
typically choose those monster kinds 
devoted to evil or that oppose the 
tenets of their faith: intelligent undead, 
demons, and devils. To make use of 
their inherent ability to detect the 
presence of evil, such sworn slayers 
almost never choose creatures that 
typically have a neutral alignment. 

Members of other classes sometimes 
become sworn slayers, as the trials and 


risks of an adventurer's life make it all 
too easy for any character to find himself 
consumed by the hatred that fuels the 
swom slayer's oath. The special abilities 
of rogues, monks, and clerics make 
them formidable swom slayers against 
certain creature types, although clerics 
and monks sometimes find it difficult to 
balance the dedication of their original 
calling with the focus required to follow 


the path of the sworn slayer. U 
and sorcerers can make devast 

Wizards 

ating 

REQUIREMENTS 

hit ' 

Olr'i' 

To qualify to become a sworn « 
slayer, a character must fulfill 



all the following criteria. 

Base Attach Bonus: +6. 


Shills: Knowledge {appropriate to creature 
type} 4 ranks, Sense Motive 4 ranks. 

Special: Must swear a vow to destroy all 
creatures of a chosen kind. This vow must 
be In response to the character suffering 
a great loss at the daws of the chosen 
creature kind A great loss might indude 
the death of a loved one, the loss of all 
material wealth, the destruction of a prized 
family heirloom, or something similar. 

The Knowledge skill requirement of a 
character who wishes to become a sworn 
slayer depends upon the creature type 
that he wishes to slay (see the P/oyer's 
Handbook, page 78). For example, a 
character who wishes to slay beholders 
must have at least 4 ranks in Knowledge 
(d ungeo nee ring), which covers knowledge 
pertaining to aberrations. 


CLASS SKILLS 


The sworn slayer's dass skills (and the key 
ability for each skill) are Bluff (Chaj, Gather 
Information (Cha), Knowledge (appropriate 
to creature type) (tut), Listen (Wis), Move 
Silently (Dex), Search (Int), Sense Motive 
(Wis), Spot (Wis), Survival (Wis). 

Skill Points at Each Level: 4 -h int 
modifier. 


October 2004 DRAGON 324 


81 






GAINING PRESTIGE 


THE SWORN SLAYER 

Base 





Attack 

Fort 

Ref 

Wilt 


Level Bonus 

Save 

Save 

Save 

Special 

j 1st +1 

+2 

+0 

+0 

Sworn foe +1 

2nd +2 

+3 

+0 

+0 

Animosity+3, determination +2 

3rd +3 

+3 

+1 

+1 

Nemesis, sworn foe +2 

4 th +4 

+4 

+1 

+1 

Animosity +5, determination +4 

5th +5 

+4 

+1 

+1 

Sworn foe +3, slayer attack 


representatives of the class, their arcane 
strength acting as a potent weapon in a 
sworn slayer 1 s dedicated hands. 

NPC sworn slayers might appear 
in virtually any setting and situation 
and are as often found in isolation 
(such as the solitary renegade slaying 
aberrations in desolate ruins) as in the 
thick of civilization (such as troops 
of wererat-hunting sworn slayers 
heroically defending the sewers of 
massive cities), 

m FEATURES 

All of the following are features of the 
sworn slayer prestige class. 

Weapon and Armor Proficiency: 
Sworn slayers are proficient with all 
simple and martial weapons, with 
all armor, and with shields (except 
tower shields). 

Sworn Foe (Ex): At 1st level, the sworn 
slayer dedicates his life to the destruction 
of creatures of a specific type, gaining 
a specialized bonus against those 
creatures. The sworn slayer chooses 
a monster type (such as aberration, 
humanoid, or imdead). Against creatures 
of his chosen type, he gains a +1 bonus 
on Bluff, listen, Move Silently, Sense 
Motive, Spot, and Survival checks, as 
well as weapon damage rolls. This bonus 
stacks with those from a ranger's favored 
enemy ability 

This bonus increases to +2 at 3rd 
level and to +3 at 5th level. 

Animosity (Su): At 2nd level, the 
sworn slayer can choose to focus 
his anger and hatred on a particular 
kind of creature. The sworn slayer 
chooses a specific monster kind 
from among those of his sworn foe 
type. For example, if a sworn slayer 
chose undead as his sworn foe type, 
he might choose lich, mummy, or 


vampire (or any other creature with 
the undead type) as the target of his 
animosity. Against this specific kind 
of creature, the sworn slayer gains an 
additional +3 bonus on Bluff, Listen, 
Move Silently, Sense Motive, Spot, 
and Survival checks. He also gains 
an additional +3 bonus on weapon 
damage rolls* This bonus stacks with 
the bonus from his sworn foe ability 
as well as any favored enemy bonuses 
from ranger levels. 

At 4th level, this bonus increases to +5. 

Determination (Ex): Also at 2nd 
level, the sworn slayer gains a +2 
bonus on all saving throws against 
the special attacks, spells, and spelL 
like abilities of creatures of his sworn 
foe type. 

At 4th level., this bonus increases to +4. 

Nemesis (Su): At 3rd level, the sworn 
slayer gains the Nemesis feat (see 
sidebar) even if he does not meet all 
of its prerequisites* The sworn slayer 
senses his sworn foe rather than a 
favored enemy. 

Slayer Attack (Su): At 5th level, the 
sworn slayer gains the ability to study 
a particular creature of his sworn 
foe's kind in order to kill or destroy 
it with a single attack. If the sworn 
slayer studies his foe for 3 rounds 
and then makes a single attack with 
a melee weapon or a ranged weapon 
within 30 feet that successfully deals 
damage, the attack has the additional 
effect of possibly killing (if alive) or 
destroying (if a construct or undead) 
the target* While studying his foe, 
the sworn slayer can undertake other 
actions so long as his attention stays 
focused on the target and the target 
does not detect the sworn slayer 
or recognize him as an enemy* If 
the victim of such an attack fails a 


EXALTED FEATS 


Exalted feats as presented in the Book 
of Exalted Deeds have the prerequisite 
that "only intelligent creatures of 
good alignment and the highest moral 
standards can acquire exalted feats, and 
only as a gift from powerful agents of 
good" All exalted Feats are supernatural, 

A character with at least one exalted feat 
radiates an aura of good with a power 
equal to his character level 

Nemesis [Exalted] 

You are the holy bane of creatures of a 
particular type. 

Prerequisite; Favored enemy class 
ability. 

Benefit Choose one of your favored 
enemies. You can sense the presence of 
creatures of this type within 60 feet, as well 
as pinpoint their exact location (distance 
and direction) relative to you. Normal 
barriers and obstructions do not block this 
supernatural ability, allowing you to sense 
the presence and location of creatures 
behind doors or walls, for example. 

This ability does not allow you to see an 
invisible or hidden creature (although you 
can still discern its location). 

In addition to sensing the presence of 
your favored enemy, you deal +ld6 points 
of damage on weapon attack rolls made 
against evil representatives of the favored 
enemy creature type. 

Special; You can choose this feat 
multiple times. Its effects do not stack* 
Each time you select this feat, it applies to 
a different favored enemy. 

For neutral or evil sworn slayers, the 
granted bonus feat loses its exalted 
feat status and becomes a regular feat. 
Nongood sworn slayers do not radiate an 
aura of good* 


Fortitude save (DC 10 + the sworn 
slayer's class level + the sworn slayer's 
tut modifier) against the slayer attack, 
it dies (if alwe) or Is destroyed (if a 
construct or undead). If the victim's 
saving throw succeeds, the attack is 
just a normal attack. Once the sworn 
slayer has completed the 3 rounds of 
study, he must make the slayer attack 
within next 3 rounds. If the sworn 
slayer attempts a slayer attack and it 
fails (the victim makes its save) or if 
the sworn slayer does not launch the 
attack within 3 rounds of completing 
the study, 3 new rounds of study 
are required before he can attempt 
another slayer attack. 2 


82 


DRAGON 324 October 2004 












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GRIPPLI 


C rippli resemble small, intelligent, humanoid tree frogs. 
Primitive and largely peaceful, grippli lead a simple 
existence. Living off the bounty of the swamps and 
rainforests they inhabit, they spend their days hunting 
insects and gathering fruit. Warlike races that neighbor 
grippli settlements soon learn to avoid them as, although 
they rarely attack anything but insects, the grippli prove 
effective and mobile defenders of their homes and keep few 
possessions worth the risk of pillaging. 

Grippli live in isolated family groups, clustered into loose 
villages led by an elder priestess known as the tribe mother. 
These families tend to be small, as the long-lived grippli pro¬ 
duce few offspring. Grippli devoutly follow the decisions of 
the tribe mother. In theory, this elder priestess holds divinely 
granted power over her village. In practice, she rarely exerts 
that power, leaving the day-to-day leadership of the tribe to 
its most experienced hunters, often elder males. Grippli 
tribes require little governance in any case, each family mak¬ 
ing most of its own decisions, barring religious matters and 
a village-wide crisis or dispute. 

Few grippli apply themselves as craftsmen or artisans. 
Simple wood, stone, and vine creations make up the major¬ 
ity of the weapons grippli use in hunting and defense, while 
they pass rare metal weapons and tools down through the 
generations as treasured heirlooms. Grippli rarely fashion 
even the simplest trade goods and more rarely do their spell- 
casters craft complex magic items, although potions, alchem¬ 
ical creations, and herbal tinctures are quite common. 

Unscrupulous traders sometimes take advantage of the 
grippli, selling them worthless baubles in return for rare and 


valuable herbs, unguents, and extracts from the deep jungle. 
The grippli don't see themselves as getting taken advan¬ 
tage of, though. They understand the value outsiders place 
on their purchases, but they in turn prize brightly colored 
curios. Polished quartz, vibrantly dyed cloths, colored glass, 
and eclectic collections of foreign signs brighten the majority 
of grippli homes. 

Besides the rare trader, the grippli deal only with the 
insects they hunt and the giant snakes and spiders that 
hunt them. Such giants seem to favor the taste of grippli 
flesh and frequently attack grippli communities. Lizard- 
folk and kuo-toa also sometimes hunt grippli, although 
both races have strict taboos against eating the smaller 
humanoids' flesh. The enmity between these races seems 
to date to their distant pasts, perhaps even to some conflict 
between their gods. 

The origins and history of the grippli are shrouded in 
mystery, even to themselves. As grippli do not keep records, 
except for those relevant to their worship, their past remains 
a subject of conjecture and guesswork. The prevailing theory 
holds that grippli exist now much as always, a humble race of 
peaceful recluses content with what the land provides and the 
world they know. This surprising peacefulness seems to stem 
from their simple faith in their nameless froglike goddess. 
With the land providing them all they need and a faith to fur¬ 
ther content their modest lives, the grippli have had little need 
to change over the centuries. 

Personality: In the presence of strangers, grippli become 
noticeably skittish. They usually climb the nearest tree and 
hide upon spotting other humanoids or any other creature 


84 


DRAGON 324 October 2004 









deemed dangerous. Among their own 
kind or those they accept as friends, 
grippli show their true character. 
Light-hearted and cheerful, they value 
familial bonds and the simple plea¬ 
sures of food, games, rest, and shiny 
objects from the outside world. Other 
humanoids sometimes perceive relaxed 
grippli as blase, even lazy, but a relaxed 
grippli might snap to full alertness at a 
moment's notice. 

Although reluctant warriors, grippli 
are far from cowardly or inept in com¬ 
bat. When forced to fight, they do so 
cunningly and viciously, leaving surviv¬ 
ing assailants with no doubt about the 
danger of attacking again. Thus, tales of 
grippli fighting ability keeps them safe 
from most of their enemies, as the latter 
consider an assault upon the grippli's 
secluded homes not worth the risk, 
assuming they can find the grippli in 
the first place. 

Physical Description: A typical grip¬ 
pli stands 2 to 2-1/2 feet tall and weighs 
approximately 30 lbs, although the very 
old and particularly powerful hunters 
might stand and weigh twice that. A 
grippli's head and body appear similar 
to those of a giant frog, but its hands 


and feet look humanlike. Grippli skin 
color varies dramatically depending 
on their environment, ranging from 
the brown-splotched green of swamp 
grippli to vibrant blues, yellows, and 
reds of rainforest-dwelling tribes, Grip¬ 
pli rarely wear clothing, although they 
often decorate themselves with jewelry 
and trinkets that members of most 
other races consider gaudy. 

Grippli reach adulthood at 30 years 
and live to around 180 years old, while 
females live slightly longer on average 
than males* A female grippli gives birth 
at most six times in her life, becoming 
fertile at roughly 25-year-intervals after 
she reaches maturity. 

Relations: Grippli rarely interact 
with outsiders, as they live in the 
deepest regions of the wilds. If they 
have any outside interaction, it is 
with individuals of other races, and 
almost never on the level of a societal 
alliance* They sometimes abandon 
their villages if other races begin set¬ 
tling too close. 

When a grippli village does make 
contact with other races, wild elves 
or fey often serve as intermediaries, 
as their strong connection to nature 


makes the grippli more comfortable 
around diem. However, a grippli's pur¬ 
pose for contacting the outside world 
rarely has anything to do with nature, 
as they enjoy strange inventions, mas- 
terwork items, and other colorful and 
shiny objects. As such, grippli some¬ 
times entreat their allies to seek out 
colonies of gnomes to trade with. 

Grippli find dwarves and humans 
intimidating, too rarely encounter 
haiflings to form an opinion, and 
deeply fear anything that smells of ore, 
half ores included* They similarly fear 
giants and savage humanoids, particu¬ 
larly those who share their habitat. 

Grippli Lands: Grippli inhabit deep 
marshes and remote rainforests, both 
since these areas hold the giant insects 
they prey upon and keep them well 
secluded* They construct small villages 
either on the ground or in the branches 
of large trees. Occasionally, a grippli 
colony might take up residence in the 
branches of an especially large treant 
or make a floating community among a 
marsh's dense river vegetation, 

Grippli villages consist of simple 
huts made from branches or reeds. 
Most bear decorations, usually shiny 

October 2Q04 DRAGON 324 | 


35 






WINNING RACES 


objects, simple religious totems, 
and woven flowering vines. Because 
the grippli share their environs with 
many larger, more dangerous crea¬ 
tures, their villages tend to be spread 
out and semi-nomadic. If one area 
suffers an attack, all the grippli in 
the village take to the trees and flee 
from branch to branch, leaving their 
few valuables behind. Only when the 
entire tribe is safely hidden do grippli 
warriors return to their village to com¬ 
bat their attackers. 

Hunting parties of grippli frequently 
roam the lands near their homes, 
although their elusive nature and habit of 
traveling through the trees makes them 
difficult to spot or track. These hunts 
serve the dual purposes of scouting the 
land for signs of intruders and bringing 
back the massive insects grippli eat or 
offer to their goddess. Swift, organized, 
and quick to retreat when outmatched, 
grippli hunting parties rarely come to 
harm or even conflict in the deadliest 
parts of their tangled homes. 

Powerful predators, especially green 
dragons, sometimes enslave whole 
tribes of grippli. Such grippli usually 
accept their fate, as their master’s 
protection provides a more formidable 
defense than any they could maintain. 
Only when shackled by an especially 
cruel overlord do grippli make any 
attempt to overthrow the creature or 
escape its domination. 

Alignment: Their ties to nature and 
xenophobic tendencies cause grippli to 
tend toward neutral alignments. Pre¬ 
disposed to simple, relaxed lives with 
friends and family, the best grippli 
seem generous and helpful, while the 
worst merely seem indifferent. Thus, 
if a grippli deviates from a purely neu¬ 
tral alignment, it’s usually in favor of 
good, and only after the most tragic 
incidents toward evil. 

Religion: Grippli hold strong reli¬ 
gious beliefs, although they rarely 
explain their faith to outsiders. Their 
chief deity is a nameless goddess, 
depicted in sculptures of wood and 
stone as a bulbous frog with vibrant 
rainbow skin. Most outsiders believe 
this amphibian deity to be nothing 
more than some strange, primordial 


forest spirit, but grippli revere her as 
the center of their religious lives. 

More often druids than clerics, 
females almost exclusively comprise 
the grippli clergy. Led by a commu¬ 
nity’s tribe mother, these priestesses 
make most of the decisions and solve 
the disputes of the tribe, although 
they defer to the tribe mother in all 
matters. Like a stern grandmother, the 
tribe mother holds absolute author¬ 
ity over the community and speaks 
as the voice of the goddess herself. 
Although she always keeps the best 
intentions of her people in mind, the 
tribe mother holds many secrets of 
her people's faith, which she reveals 
only to her proteg^ and only when the 
time of her death nears. The few grip¬ 
pli clerics that exist most often serve 
abstract natural powers rather than 
the grippli goddess. 

Grippli accord seasonal and celestial 
events great religious significance and 
mark them with elaborate religious 
celebrations that all tribe members par¬ 
ticipate in. These frequent festivals and 
general racial levity make it seem that 
grippli celebrate frivolously, but they 
truly consider each event worth com¬ 
memorating. These festivals always cul¬ 
minate in large ceremonies and offer¬ 
ings to the grippli goddess. To outsiders, 
these ceremonies seem unusually 
extravagant as mountains of insect flesh, 
often enough to feed an entire grippli 
community for a season, are mixed with 
a strange pulpy paste and burnt as mas¬ 
sive offerings. Although no visitor, and 
perhaps no grippli but the tribe mother, 
knows what this holy unguent consists 
of, preparations of all offerings include 
liberal treatment with this mixture. 

Grippli don’t keep their ritual cel¬ 
ebrations secret from other races— 
indeed, the arrival of fey visitors 
ranks high among their reasons to 
celebrate. Unfortunately, most outsid¬ 
ers cannot physically participate in 
these revels, which consist primarily 
of climbing, swimming, and tree-hop¬ 
ping competitions and amphibian¬ 
voiced songs. 

In a dark undertone to peaceful 
grippli life, some sages postulate 
that the grippli’s nameless goddess 


might disguise an ancient aspect of 
Blibdoolpoolp, goddess of the kuo- 
toa. If so, the aspect venerated by the 
grippli presents itself as a far more 
peaceful one, although there might 
lurk some more sinister aspect to 
their worship than the grippli allow 
outsiders to witness. Spider and 
snake creatures round out the grippli 
religion as demons and evil spirits. 

The few grippli who know of the 
deities of other races consider the 
spidery drow goddess Lolth the chief 
enemy of their people, but she and 
her followers pay the grippli little, if 
any, heed. Each grippli village also 
venerates legendary hunters and 
priestesses, but none of these mythic 
figures transcend the boundaries of 
individual tribes. 

Language: Throaty and guttural, 
grippli language consists of a wide 
range of croaks and rumbling words, 
all of which sound roughly the same to 
other humanoids. Although other races 
might learn the grippli language, they 
cannot truly master it without the aid of 
magic. The common grippli knows no 
written language, although the priest¬ 
esses of a community know and read 
Undercommon. Writing, however, is 
strictly taboo and only the tribe mother 
may create any record. 

Names: Grippli receive no sur¬ 
names, although those who travel 
extensively often pick up nicknames 
from other races. These nicknames 
sometimes reflect an individual gripp- 
li's abilities or personality. More often 
than not, these nicknames reflect the 
other humanoids' notions of grippli 
as sharing traits with non-humanoid 
amphibians. Grippli do not place 
much importance on names, as they 
identify each other more by sight than 
by words. Many struggle to remember 
the names of non-grippli but have no 
trouble differentiating between indi¬ 
viduals by other means. 

Male Names: Brillup, Bullgup, Chirk, 
Labllup. Quortle. Rublup, Willup. 

Female Names: Bellum. Kaillum, 
Que, Quon, Ruue, Toum, Wuon. 

Nicknames: Buldgeeye, Deepcroak, 
Duskskipper, Ponddiver, Tonguesticker. 
Treeskipper, Widefingers. 


86 


DRAGON 324 October 2004 









Adventurers: Survivors of devastated 
grippli villages most often become 
adventurers. Having lost their origi¬ 
nal tribes, they wander to find new 
meaning and are forced to overcome 
their fears of the outside world. Other 
grippli rarely take to life on the road. 
Those who do earn their keep with 
their agility, climbing ability, wilder¬ 
ness expertise, and in some cases, with 
their willingness to accept payment 
that other adventurers would consider 
beneath notice, 

Occasionally, a young grippli might 
become taken with the shiny baubles of 
the outside world and go adventuring 
in search of more. If he survives, such 
a grippli usually retires to his village 
at a relatively young age, as he is moti¬ 
vated more by wanderlust and curiosity 
than by greed. 

GRIPPLI RACIAL TRflin 

■ +2 Dexterity, -2 Strength: Grippli 
are nimble and quick, but slight 
Well adjusted to darting through 
trees and lurking in the underbrush, 
grippli avoid direct confrontation 
and exertion* 

* Small: As a Small creature, a 
grippli gains a +1 size bonus to 
Armor Class, a size bonus on 
attack rolls, and a +4 size bonus 
on Hide checks, but he uses 
smaller weapons than humans 
use, and his lifting and carrying 
limits are three-quarters of those 
of a Medium character. 

- Grippli base land speed is 20 feet 

* Grippli have a climb speed of 20 
feet granting them the usual +S 
racial bonus on Climb checks. 

* Low-Light Vision: A grippli can 
see twice as far as a human in 
starlight, moonlight, torchlight, 
and similar conditions of poor illu¬ 
mination. He retains the ability to 
distinguish color and detail under 
these conditions. 

- Weapon Familiarity: Grippli treat 
bolas and nets as martial weapons 
rather than exotic weapons. 

* +1 racial bonus on attack rolls 
against vermin: Grippli are trained 
to hunt insects of all sizes as they 
are their food of choice. 


• +4 dodge bonus to Armor Class 
against monsters of the animal and 
vermin types: This bonus represents 
special training grippli undergo 
while on the hunt, learning tech¬ 
niques that allow them to avoid the 
attacks of a variety of natural preda¬ 
tors, Any time a creature loses its 
Dexterity bonus (if any) to Armor 
Class, such as when it's caught flat- 
footed, it loses its dodge bonus, too. 
The Monster Manual has informa¬ 
tion on which creatures are of the 
animal and vermin types. 

• +2 racial bonus on saving throws 
against poison: Although not them¬ 
selves poisonous, grippli have a 
high resistance against toxins. 

• +4 racial bonus on Jump checks: 
Grippli are natural leapers, often 
jumping from tree to tree. In addi¬ 
tion, grippli treat all Jump checks as 
though they have a running start, 

• +2 racial bonus on Move Silently 
checks; Grippli are taught from a 
young age how to slink through 
their verdant homes and avoid 
detection by predators, 

• Illiterate: Grippli, even wizards, can¬ 
not read or write without devoting 
skill points to languages. A grippli 
of any class can learn to read and 
write one of his starting languages 
by devoting a single skill point to 

it Otherwise grippli gain the use of 
languages—speaking, reading, and 
writing—as normal for their class. 


* Automatic Languages: Common 
and Grippli. Bonus Languages: 
Aquan, Elven, Gnome, Halfling, 
Sylvan, and Undercommon. Grippli 
often learn the languages of the few 
races they comfortably deal with. 

- Favored Class: Ranger. A multidass 
grippU's ranger class does not count 
when determining whether he suf¬ 
fers an experience point penalty. 2 


GRIPPLI, 

BELIEVE IT OR NOT 


The first grippli appeared in Dungeons 
& Dragons twenty-one years ago on 
the third page of the Monster Manual ll r 
roasting a marshmallow over a magman r s 
head. Debuting along with other new 
monsters such as abolefhs, modrons, 
and the tarrasque, the original grippli 
benefited from a host of psionic abilities. 
Making later appearances in the Mon¬ 
strous Compendium Greyhawk Adventures 
Append^, the Mystara Monstrous Appendix, 
and the second edition Monstrous Manual. 
these more recent descriptions removed 
their predecessor's host of psionic pow¬ 
ers. Although most grippli have long since 
lost these abilities, members of rare and 
especially secluded grippli communities 
might still posses such powers. However, 
these throwbacks rely upon their psionic 
powers far more than their physical hunt¬ 
ing skills, and thus let such physical tal¬ 
ents atrophy. If you wish to present grippli 
as an innately psionic race, they lose their 
+1 bonus on attack rolls against vermin. 
Replace this ability with the Wild Talent 
feat from the Expanded Psionics Handbook. 


GRIPPLI vital statistics 


Random Starting Ages 




Bard 

Cleric 


Barbarian 

Fighter 

Druid 


Rogue 

Paladin 

Monk 

Adulthood 

Sorcerer 

Ranger 

Wizard 

30 years 

+2dG 

+4d6 

+6d6 


Aging Effects 


Middle Age 

Old 

Venerable 

Maximum Age 

70 years 

105 years 

140 years 

+4d20 years 


Random Height and 

Weight 




Base 

Height 

Base 

Weight 

Gender 

Height 

Modifier 

Weight 

Modifier 

Male 

VW 

+2d4 

20 lb* 

xl lb, 

Female 

vr 

+2dS 

IS lb. 

xl lb. 


October 2004 DRAGON 324 


87 











CLASS ACTS 


by Mike McArtor 


FROM BATTLEGROUND 
TO BACKGROUND 


M any players like to give their characters 
back stories—histories of what happened 
in their characters' lives before the start 
of the campaign. Yet, some players find it 
difficult to create a character background, 
while others might just need a couple more 
events to round out an otherwise thorough 
history when writer's block hits. 

The suggestions that follow might help you 
create a more exciting character history. While 
designed for fighters, some of these options 
could just as easily be used by characters 
of other classes. Note that every' event has 
a small benefit attached to it that your DM 
might permit. If none of these ideas suit your 
character or specific campaign, feel free to alter 
them and apply comparable benefits if allowed. 

Burnt of n thoutrnd banners 

Witness to the massive, multi-army conflict 
later called the Battle of a Thousand Banners, 
you discovered at a young age a love for the 
intricacies of heraldry. Virtually every known 
lord had a representative standard that day. 
making the battlefield come alive with vibrant 
colors. While too young to participate in the 
fighting, you stayed just behind the front lines 
in order to collect the banners of fallen lords. 

Suggested Benefit: As a result of the sheer 
number of banners you saw and collected* 
you now receive a +1 bonus on all Knowledge 
(nobility and royalty) checks, 

CNOll BASHING 

During the great hunting expedition meant 
to dear gnolls from the king’s forests, you 
worked as a page to a great knight. The knight 
slew many gnolls and taught you about their 
habits, anatomy, and culture before die great 
campaign wound down. 

Suggested Benefit: As a result of months of 
careful tutoring concerning the behavior of 
gnolls and other humanoids, you now receive 
a +1 bonus on Knowledge (local) checks 
made concerning humanoids. 


HILLOCK CHARGE 

You were present for the decisive charge 
one phalanx of your army made against a 
heavily defended hillock. Most of your fellow 
soldiers attempting to ascend the hilt were 
slaughtered and served no greater purpose 
than to make the ground more treacherous 
for their comrades. At the end of the day, 
however, your army controlled the hillock, 
and your phalanx was pressed into service to 
bury the rotting corpses. 

Suggested Benefit: Asa result of your long¬ 
term exposure to dead bodies, you now receive 
a +1 bonus on Fortitude saves made to resist 
contracting the diseases filth fever and red ache. 

LUST STAND ON BEACON Hill 

When the last great incursion of ores 
threatened the peaceful lands near your home, 
you helped protect a watchtower on a small 
rise. For five days and four nights, with barely 
anything to eat, you and a small group of fellow 
soldiers held the tower against the ore threat 
before reinforcements arrived to drive them off. 

Suggested Benefit: Your time in the Beacon 
Hill watchtower showed you that you could 
survive relatively long periods of time without 
proper water or food, granting you a +1 bonus 
on Constitution checks made to stave off the 
effects of starvation and thirst, 

THE QUEEN'S MURDERER 

When the last queen died at the hand of her 
king's mistress, you worked as a guard in the 
king's stables. The mistress fled the palace, 
one step ahead of her pursuers, and found 
you in the stables guarding the king's many 
horses. In a hurry but reluctant to say why, 
the mistress attempted to distract you as she 
pulled her dagger. Not fooled by her lies* you 
caught her wrist and disarmed her. 

Suggested Benefit: Your encounter with the 
lying mistress taught you to be wary of a foe in 
combat, granting you a +1 bonus on any Sense 
Motive check made to counter a feint. 



83 


DRAGON 324 October 2004 












by Mike McArtor 


PEACE OAT 


O f all the core classes, clerics lose the least 
by taking on the mantle of pacifism. 

A pacifist cleric can use all of his 
normal cleric abilities without limitation or 
modification, although he must carefully 
choose his domains and spells. He can wear 
the heaviest armor, turn undead, use domain 
abilities, and cast the majority of his spells; 
the only class ability not frequently utilized by 
a pacifist cleric is the cleric's proficiency with 
simple weapons. Every other class loses more 
of its functionality and appeal by taking up the 
life of a pacifist. 

Depending on the campaign, playing a 
pacifist cleric might prove quite challenging. 

In campaigns where combat dominates every 
session, the player who willingly takes on 
roleplaying a pacifist cleric faces the very real 
possibility of boredom. The Book of Exalted 
Deeds provides rules, in the form of exalted 
feats, that grant game-mechanic bonuses to 
characters who eschew the way of violence. 
Vow of Nonviolence increases saving throw' 
DCs for spells that deal no damage (spells 
that deal nonlethal damage also fall under 
this feat's benefit). Vow of Peace surrounds 
the character with an aura of peace and grants 
him a deflection bonus to AC. The benefits of 
these feats disappear (and rhe feats become 
wasted) if the character harms a living creature 
in any way (except nonlethal damage). 

As the cleric class's most recognizable 
form of customization, domains remain the 


easiest way to show that the clerk practices 
the path of peace. Certain domains lend 
themselves to a peaceful way of life, as their 
granted powers and domain spell lists have 
no damaging effects: Animal, Healing, 
Knowledge, Luck, Magic, Protection, Travel, 
and Trickery. Other domains have granted 
powers that can harm or destroy certain types 
of creatures, or have one or two damaging 
spells on their domain lists: Air, Earth, Fire, 
Plant, and Water 

Pacifist clerics lose the use of only a handful 
of spells. The more extreme the pacifist's views, 
though, the more spells he must give up. Some 
cleric spells the pacifist should avoid directly 
deal damage, while others only aid the cleric’s 
attack and damage rolls. The accompanying 
table shows the spells that a cleric truly devoted 
to the path of peace should not cast. 2 


WHAT IS PACIFISM? 


In the strictest definition, pacifism means 
opposition to war and violence. In D&D, a 
character who refuses to ever make an attack roll 
or cast a spell that causes direct damage (whether 
normal or nonfethal damage, ability score damage, 
or bestowing negative levels) practices the strictest 
definition of pacifism. Other forms of pacifism 
exist, such as not attacking living creatures, 
attacking only to subdue (by only dealing nonlethal 
damage), or in the most extreme form, attempting 
to stop allies from attacking to kill as well. 



NON-PACIFIST SPELLS 


Level Spell 
0 Inflict minor wounds 

1st Divine favor, inflict tight wounds, magic stone, summon monster 1* 

2nd Death knelt, inflict moderate w rounds, summon monster it* 

3rd Bestow curse**, blindnessfdeiifhess**, glyph of warding*, inflict serious wounds, searing tight, summon 
monster it\* 

4th Divine power, inflict critical wounds, poison, summon monster IV* 

5th Flame strike; inflict tight wounds t mass; insect plague*; righteous might; slay living; summon monster V* 

6th Blade barrier*; glyph of warding, greater, harm; inflict moderate wounds, moss; summon monster VI* 

7 th Blasphemy; destruction; dictum; holy word ; inflict serious wounds, mass; summon monster Vi I*; word of chaos 
8th Fire storm ; inflict critical wounds, mass; summon monster VI It*; symbol of death*; symbol of insanity** 

9th Energy drain, implosion, storm of vengeance, summon monster IX* 

*These spells deal damage indirectly, by summoning or creating creatures or spell effects for the cleric. The 
various summon monster spells can provide other uses, but for the most part, the strict definition of pacifism 
disallows these spells, 

**These spells cause harm not measured by hit points. 


October 2004 DRAGON 324 


89 












CLASS ACTS 


by Paul Leach 



OPTIONAL (LAS: FILIDH 


H ighly respected lawgivers of barbarian 
society filidhs draw their power from 
their knowledge and application of 
lore. They provide judgments in legal 
disputes and defend their people using 
the mysterious ways of their ancestors. If 
shamans are the conscience of the tribe 
and skalds its memory, then filidhs are its 
unshakable will. 

The filidh is a variant wizard. Unless 
otherwise noted, a filidh advances in the 
same manner as a wizard (same Hit Die, 
base attack bonus, saving throw bonuses, 
skill points, and so on). When a character 
elects to take a level of wizard or filidh, he 
may not later take levels in the other class. 

This prevents the character from gaining the 
benefits of a Istdevel wizard twice. 

Filidhs seek to preserve the beliefs of their 
tribe* As enforcers of ancestral traditions, 
they seek out magical power to increase their 
knowledge and strengthen their position 
within the tribe. These barbaric lore keepers 
tend toward neutral alignments, although 
both lawful and chaotic societies have 
traditions filidhs might seek to uphold. To 
aid them, most filidhs typically devote a 
significant number of spells to divination, 
balancing them with other offensive or 
supporting spells. These tribal wizards 
equate knowledge with power and carefully 
dispense their learning to a select few. They 
tend to play subtle but domineering roles 
in any group, even if they do not obviously 
lead it, Many filidhs associate with religious 
orders or druids as they often hold similar 
perspectives and goals. 

Devout and spiritual beyond most 
traditional wizards, filidhs usually worship 
gods of knowledge, magic, poetry, or travel. 
They also highly respect and might worship 
creator gods, as they are usually credited with 
teaching laws to the first mortals. Other filidhs 
worship nature gods and explore the secrets of 
both the natural and the unseen world, 

CLASS SAULS 

The filidh s class shills {and the key ability for 
each skill) are Concentration (Con), Craft (Int), 


Decipher Script (lnt), Gather Information 
(Cha), Intimidate (Cha), Knowledge (all skills, 
taken individually) (Int), Sense Motive (Wis), 
Spellcraft (Int), and Survival (Wis), 

CLASS fERTURES 

All of the following are class features of the filidh. 

Weapon and Armor Proficiencies: 

Filidhs are proficient with the club, dagger, 
quarterstaff, and shortbow but not with 
any type of armor or shield. Armor of any 
type interferes with a filidhs movements, 
which can cause her spells with somatic 
components to fail. 

Filidh Knowledge: This ability functions 
as the bardic knowledge ability. A filidh with 
levels in another class that grants bardic 
knowledge stacks those levels with her filidh 
levels when determining her total bonus to 
bardic knowledge checks. 

Greater Divining: A filidh is able to cast 
divination spells as if her caster level was 
+1 level higher at 5th level* This ability 
increases to +2 levels higher at 10th level, 
+3 levels higher at 15th level, and +4 levels 
higher at 20th level* 

No Familiar: A filidh cannot summon a 
familiar* i? 


FILIDH ADVANCEMENT 


Level 

Special 

1st 

Filidh knowledge 

2nd 

— 

3rd 

— 

4rh 

— 

5th 

Greater divining +1 

6th 

— 

7th 

— 

Sth 

_ — 

9th 

— 

1.0th 

Greater divining +2 

nth 

— 

12th 

— 

13th 

— 

14th 


15th 

Greater divining +3 

16th 

— _ _ 

17th 

— 

1 Sth 

_ — 

19th 

— 

20th 

Greater divining +4 


90 


DRAGON 324 October 2004 









by Mike McArtor 



D ROCHE Of A 

imcoiOR 


T he undisputed master of skill points, a rogue 
can serve many different roles in a party 
depending on what skills she chooses to 
perfect. The theme and emphasis of a campaign 
might also significantly affect where the rogue 
puts her ranks. The following rogue archetypes 
give examples of different roles a rogue might 
play in the party, and each one offers advice for 
skill and feat selections. As a general rule, all 
rogues should put at least a few ranks in Hide, 
Listen, Move Silently, Search, and Spot, as these 
skills often prove the difference between life and 
death, even for a specialized rogue. 

Backroom Rogue: Some rogues prefer 
the relatively safe life of operating holed up 
in a hidden location, putting their trained 
eye and steady hands to work. These rogues 
often operate a mostly legitimate business 
as a front for their more illicit activities, and 
many become wealthy just from the income of 
their honest proprietorship. Backroom rogues 
find the following skills most useful when 
maintained with the maximum ranks possible: 
Appraise, Decipher Script, Disguise, Forgery, 
Knowledge (local), Profession (merchant), and 
Use Magic Device, Depending on the nature 
of their business, they might wish to invest in 
other skills as well These rogues prefer the 
feats Deceitful, Diligent, and Skill Focus. 

Scheming Rogue: Focusing on the cerebral 
aspects of thievery and roguish behavior, 
scheming rogues often work as advisors to 
a succession of thieves' guild leaders. Their 
keen intellects make them valuable assets, 
while their analytical natures acknowledge the 
relative safely of staying out of the limelight. 
Scheming rogues make excellent masterminds, 
plotting and concocting elaborate heists or 
deadly games of political intrigue. In an 
adventuring party, the scheming rogue watches 
and listens, learning all he can about a situation 
or dilemma before making his move or 
offering his advice. Scheming rogues usually 
max out their ranks in Listen, Search, and Spot, 
as well as gaining in Bluff, Diplomacy, Gather 


Information, Knowledge (local), and Sense 
Motive. His feats should focus on those that 
grant bonuses to his skills, such as investigator. 
Negotiator, and Skill Focus. 

Charming Rogue: This archetype focuses 
on Charisma-based interpersonal skills 
and fills many of the same roles as bards. 
However, thanks to her sneak attack ability, 
a charismatic rogue excels at winning over 
a victim then murdering him when he 
least expects an attack. Such rogues make 
excellent diplomats, merchants, and spies. The 
charming rogue focuses on Bluff, Diplomacy 
Disguise, Gather Information, Intimidate, 
Sense Motive, and Sleight of Hand, Her feat 
selections should focus on those that grant 
bonuses to her skills, especially Negotiator, 
Persuasive, and Skill Focus. 

Trapspringer: Dwarves and gnomes often 
favor this type of rogue, as it focuses on 
skills they already appreciate and excel at. A 
trapspringer cares little about stealth and less 
about negotiation, and instead keeps Climb, 
Disable Device, Open Lock, Search. Sleight of 
Hand, Spot, Use Magic Device, and Use Rope 
at the highest rank possible. Craft (trapmaking), 
Decipher Script, and Jump can also be useful. 
Trapspringers often select Nimble Fingers at 
1st level, but Lightning Reflexes and Toughness 
also make excellent choices. 

Warrior Rogue: Often multiclassing as 
fighters or rangers, these battlers might take 
on any role from thug to swashbuckler. Most 
use their abilities to set up foes as targets for 
their sneak attacks. The skills Balance, Climb, 
Escape Artist Hide, Jump, Listen, Move 
Silently, Spot, and Tumble often prove useful 
for a warrior rogue. When multiclassing, 
he should keep as many of his skills at the 
maximum rank possible, which means that 
such a character probably becomes quite good 
at climbing and jumping. For feats, a warrior 
rogue carit go wrong with Athletic, Dodge, 

Point Blank Shot, Quick Draw, Rapid Reload, 
or Weapon Finesse. *2 


October 2004 DRAGON 324 


91 









CLASS ACTS 


by Paul Leach 



BARBARIAN CULTURE 


ntegral extensions of barbarian families, 
clans and tribes represent the most important 
structures of many uncivilized cultures. 
Kinfolk protect and censure other family 
members and, in return, expect members to 
avenge and repay any injustice committed 
against their relatives. In the absence of 
anything like law enforcement, family 
protection and vengeance provides tribal 
societies with a measure of internal peace. 

TRIBE 

Families make up the basic social units of tribal 
cultures. Most often, several families that share 
a common ancestor form an extended group or 
dan. Tribes consist of groups of clans. A horde 
or kingdom might form through the allegiance 
or subjugation of several tribes to one powerful 
tribe, but these political units vary in stability. 

Tribal chieftains occupy the highest rank in 
savage society, followed by dan patriarchs and 
matriarchs. Other prominent tribe members 
might indude craftsmen, entertainers, healers, 
priests, professional warriors, and similar skilled 
tribesmen. Free members of the tribe form the 
largest class, These commoners might or might 
not own land, but they do owe allegiance to a 
chieftain. The definition of " free" varies widely, 
but they typically have more rights than outright 
slaves or those otherwise bound to service. 

Slaves don't often constitute a large segment of a 
barbarian population, but exceptions exist. 

BHRBHRIflH SOCIETIES 

Few barbarian societies are the same, even if 
most of them share common values and social 
structure. Climate and terrain significantly 
influence savage sodeties, just as they do 
civilized ones. Their choices of shelter, food, 
and standard of living influence how they 
choose to adapt to their natural environment. 
The following examples detail the most 
common types of barbarian societies. 

Nomadic: Nomadic savages often live on 
open plains and steppes that allow them to 
maintain their large herds of cattle, horses, 
sheep, and other herd animals. They move 
from region to region with the changing 
seasons and the needs of their animals. 


Since nomads do not rely on harvests, they 
readily move with their animals, often living 
in wagons, tents, or other easily portable 
shelters, although they might maintain solid 
buildings and forts as winter quarters. Nomadic 
cultures tend to produce excellent horsemen, 
a frequently drawn-upon boon as they often 
travel great distances to trade or raid. 

Settled: Agriculture forms the basis of 
these savages' food supply, although they also 
hunt wild game. Settled savages often attain a 
relatively high standard of living if they dwell in 
lands with good soil and enough open space to 
support crops and gl azing animals, A surplus 
food supply allows specialists such as warriors, 
priests, and craftsmen to devote their efforts to 
professional pursuits instead of feeding the tribe. 
Wilderness: Environments such as dense 
forests or rugged mountains tend to restrict 
the agricultural development of tribal sodeties 
residing in such terrain. Hunting serves as die 
primary source of food since a lack of land limits 
a tribe's ability to grow crops or raise livestock. 
The savages who live in these rugged terrains 
often lead seminomadic lives, migrating to 
previously abandoned settlements after they've 
used up nearby meadows. Primitive even by 
barbarian standards, many wilderness-dwelling 
tribes must trade or barter for goods and 
supplies they cannot produce themselves. 

SflVflGE WARFARE 

A preoccupation with batde is the most 
notorious attribute of many savages. For many 
tribes, war serves as a reflection of the honor, 
courage, and ability of those who would wage 
it. Elite warriors of the tribe view combat as a 
sport and a necessary way to prove themselves. 
Feuds and minor raids serve to test them, and 
death is glorious if faced bravely. 

Many savages, even those with good 
alignments, raid the homes of their enemies. 
While evil savages commit questionable acts 
or outright atrocities, even good savages might 
see nothing wrong with collecting the spoils or 
tribute from a defeated enemy. Between these 
extremes, neutral savages might adhere to social 
customs or laws and take advantage of any 
opportunity, regardless of moral compunction. 2 


92 


DRAGON 324 October 2004 










by Richard Pocklington 



FLAWS FOR DRUIDS 


W hether your druid has a bestial taste 
for the flesh of his foes, is terrified by 
the idea of being surrounded by solid 
dungeon walls, or prefers to cavort about free 
of the encumbrances of civilization, playing a 
druid provides all sorts of good opportunities to 
act a little wild. Here is a selection of flaws like 
those presented in Unearthed Arcana that can 
help define your druids particular beliefs ... 
although they might make your party members 
wish they'd never agreed to enter the woods. 

Flaws penalize a character in a specific way. 
Most of these flaws have obvious roleplaying 
consequences, but they also have game 
mechanics penalties. The concept of flaws first 
appeared in Unearthed Arcana, but you don't 
need that book to use the flaws presented here. 
A character may only take up to two flaws, 
and they must be selected at 1st level. For 
each flaw you take, your character may select 
an additional feat. Thus, a 1st level human 
character with two flaws may take four feats. 

Although designed specifically with druids in 
mind, other characters may select from these 
flaws if they meet the appropriate prerequisites. 

BESTIAL IHSTIHCT 

You prefer to meet your foes so close that you 
can smell their blood. 

EfFect: You suffer a -2 penalty to hit while 
using anything other than unarmed strikes or 
natural weapons. 

CITY SLICKER 

Although interested in the natural world, you 
suffer from a lack of experience in the wilds. 
Prerequisite: Survival as a class skill. 

Effect You suffer a -4 penalty on all Handle 
Animal, Knowledge (nature), and Survival checks. 

CLAUSTROPHOBIA 

You are uncomfortable in enclosed spaces. 

Effect: You become shaken while in any 
space where you are within 10 feet of a wall 
or other solid surface on 2 or more sides, or if 
the ceiling is less than 10 feet above your head. 
(Such as while walking down a 20-foot-wide 
corridor or while you are in any room with a 
10-foot-high ceiling.) Spells and effects that 
remove fear do not remove this condition. 


COLD-BLOODED 

You were raised in the arctic and cannot 
tolerate heat. 

Effect: You automatically fail all Fortitude 
saves made to overcome the effects of high 
temperatures. Fire-based effects deal an 
additional 2 points of fire damage to you. 

FORLORN OF MEN 

You are uncomfortable in the presence 
of humanoids. 

Effect: You become shaken if there is more 
than one humanoid within 30 feet of you, 
including members of your adventuring party 
or other friends. Spells and effects that remove 
fear do not remove this condition. 

HOT-BLOODED 

You were raised in the desert and cannot 
tolerate cold. 

Effect: You automatically fail all Fortitude 
saves made to overcome the effects of low 
temperatures. Cold-based effects deal an 
additional 2 points of cold damage to you. 

LOVE Of NATURE 

You do not wish harm upon any 
natural creature. 

Effect: You must succeed at a DC 12 Will 
save before you can attack any creature with 
the animal, plant, or vermin type, or you lose 
your action. Note that animals, plants, and 
vermin may attack you without penalty. 

METRE INTOLERANCE 

You are allergic to metals. 

Effect: You suffer an additional point of 
damage when struck by metal weapons. The 
natural attacks of inevitables, iron golems, and 
other creatures composed of metal also deal 
this additional damage. 

NO TIME FOR BOOK LEARNINC 

You put no faith in the written word. 

Effect: You are illiterate. You can never 
learn to read any language, and you suffer a 
-2 penalty on all Knowledge checks except 
Knowledge (nature). 2 


October 2004 DRAGON 324 


93 















CLASS ACTS 


by Joshua Cole 



PICKING FEATS AND 
PRESTIGE CLASSES 


orcerers don't pore over musty old tomes. 
Artists rather than craftsmen, they hone 
their natural abilities to a razor edge. When 
a sorcerer sets out to learn something, it isn't 
magic. Perhaps that’s why sorcerers don’t 
acquire metamagic feats or qualify for prestige 
classes as easily as wizards—and why, when 
they do, they benefit all the more. 

METAMAGIC FEATS 

Although sorcerers don't automatically gain 
the wizard s wide selection of metamagic feats, 
they have even more reason to select them. 

Empower Spell and Maximize Spell make a 
sorcerer's arsenal considerably more deadly, as 
they make a single damaging spell useful over 
a range of levels. An empowered lightning 
bolt is a perfectly valid 5th-level attack 
spell, freeing its sorcerous caster to choose 
something besides a direct-damage spell for 
his 5th-level spells known list. 

For the same reason, Heighten Spell 
makes a good choice for a sorcerer. Sorcerers 
gain so many spell slots that applying this 
feat to their spells is more useful to them 
than to a wizard. By increasing save DCs, 
Heighten Spell improves even spells that 
don’t have numeric components to benefit 
from being empowered or maximized (like 
charm monster or trap the soul). 

Sorcerers also greatly benefit from Energy 
Substitution (presented in Complete Arcane ). 
The ability to chose what kind of energy 
damage a spell deals makes the sorcerer's 
already flexible magical arsenal all the more 
versatile. Many favor acid damage, since few 
creatures have a resistance to it and it stops 
most regeneration. 

Sorcerers should avoid combining 
metamagic feats with spells that already 
have a casting time of a full-round action or 
more. The resulting metamagic spell keeps 
the caster occupied for 2 vital rounds, as 
spells enhanced with metamagic feats take 
longer to cast 


PRESTIGE (LAKES 

Many prestige classes augment spontaneous 
casting or offer unique benefits to sorcerers. 

Of them, several from the Dungeon Master's 
Guide prove particularly useful to sorcerers. 

Arcane Trickster: Debate rages as to whether 
sorcerers or wizards make better arcane 
tricksters. Sorcerer arcane tricksters focus on 
magic and sneak attacks rather than skills, 
due to their commonly lower Intelligence* 

A sorcerer arcane trickster is a Formidable 
combatant when combining sneak attacks and 
ranged touch spells. 

Archmage: A sorcerous archmage loses 
little and gains much. All of the archmage's 
powerful high arcana abilities require the 
sacrifice of spell slots, of which a sorcerer has 
plenty. Sorcerous archmages benefit most 
from high arcana like master of elements and 
master of shaping. 

Eldritch Knight: Sorcerers often excel as 
eldritch knights* With more spells relative to 
their level and as warrior spelkasters, they need 
fewer attack spells, allowing them to focus on 
spells that boost their combat abilities. 

Loremaster: Sorcerers interested in 
further customizing their abilities and spell 
selection should consider this prestige class. 
Along with the varied abilities and bonuses 
a l ore master's secrets add, bonus 1st-level, 
2nd-level. and divining spells expand a 
sorcerer's repertoire. 

Mystic The urge: Although this class might 
appeal to any spelkaster, sorcerers don't 
fare as well as other classes might as mystic 
theurges. Since sorcerers usually receive 
enough spells to cast each day already, the 
extra level required for a sorcerer to qualify 
for this class is probably not worth the 
sacrifice. However, other Charisma-based 
divine classes, such as the shugenja from 
Oriental Adventures or the favored soul from 
Complete Divine, provide useful options to a 
sorcerous character who also wants access to 
divine spells. ^ 


94 


DRAGON 324 October 2004 






by Paul Leach 



OPTIONAL (LAS: 
WILD DEFENDER 


T he wild defender is a holy warrior attuned to 
the sacred divinity of nature. Druids usually 
welcome them, but most wild defenders 
work in solitude. The wild defender guards 
the land and those who use it respectfully 
Those who violate the wilderness consider wild 
defenders a manifestation of nature's wrath. 
The wild defender is a variant ranger. Unless 
otherwise noted, a wild defender advances in 
the same manner as a ranger (same Hit Die, 
base attack bonus, saving throw bonuses, skill 
points, and so on). When a character elects 
to take a level of ranger or wild defender, he 
may not later take levels in the other class. 

This prevents the character from gaining the 
benefits of a Istdevel ranger twice. 

Alignment: A wild defender must be neutral 
good, lawful neutral, neutral, or chaotic neutral. 

CLflH FEATURES 

The wild defender loses the base ranger's 
favored enemy, bonus feats, combat style, 
camouflage, and hide in plain sight class 
features but gains several druid and paladin 
abilities and acquires some class features at 
different levels than a ranger. 

Smite Evil (Su): Once per 
day, the wild defender may 
attempt to smite evil with 
one normal melee attack. He 
adds his Charisma bonus 
(if any) to his attack roll and 
deals 1 extra point of damage 
per wild defender level* If the 
wild defender accidentally 
smites a creature that is not 
evil, the smite has no effect, 
but the ability is still used up 
for that day 

At 5th level and every five 
levels thereafter, the wild 
defender may smite enemies 
one additional time per day as 
indicated on die wild defender 
table, A character with levels 


in both wild defender and paladin adds his 
levels in both classes to determine how many 
times per day he may smite evil as well as die 
amount of extra damage he deals. 

Natural Lore (Ex): Hie wild defender has a +2 
bonus on Knowledge (nature) and Survival checks. 

Trackless Step (Ex): At 3rd level the 
wild defender leaves no trail in natural 
surroundings and cannot be tracked. He may 
choose to leave a trail if so desired. 

Resist Nature's Lure (Ex): At 4th level the 
wild defender gains a +4 bonus on saving 
throws against the spell-like abilities of fey. 

Rebuke Nature (Su): When the wild 
defender reaches 6th level, he gains the 
ability to rebuke (but not command) 
creatures of nature, just as an evil cleric 
can rebuke undead. He may use this ability 
a number of times per day equal to 3 + 
his Charisma modifier. He rebukes nature 
as a cleric of three levels lower would 
turn undead. At 6th level, this ability only 
works on animals, but the wild defender 
gains control over a wider range of natural 
creatures as he gains levels. Z 


THE WILD DEFENDER 


—Spells per Da,— 


Level 

Special 

1st 

2nd 

3rd 

4th 

1st 

Natural lore, smite evil 1 /day. wild empathy 

0 


— 

— 

2nd 

Woodland stride 

0 

— 

_ _ _ 

_ 

3rd 

Trackless step 

1 

— 

— 

—_ 

4th 

Resist nature's lure 

1 

0 


_ 

5th 

Animal companion, smite evil 2/day 

1 

0 

— 

— 

6th 

Rebuke nature (animals) 

1 

1 

— 

-— 

7th 


2 

1 

0 

— 

StH 

Rebuke nature (vermin) 

2 

1 

0 

— 

9th 


2 

1 

1 

_ 

10th 

Smite evil 3/day 

2 

2 

1 

0 

11th 

Evasion 

3 

2 

T 

0 

12 th 

Rebuke nature (plants) 

3 

2 

1 

1 

13 th 


3 

2 

2 

1 

14 th 

Rebuke nature (fey) 

3 

3 

2 

1 

15th 

Smite evil 4/day 

4 

3 

2 

1 

16th 


4 

3 

2 

2 

17th 


4 

3 

3 

2 

18th 

Rebuke nature (oozes) 

A 

4 

3 

1 

19th 


S 

4 

3 

3 

20th 

Rebuke nature (elemental), smite evil 5/day 

5 

4 

A 

4 


October 2004 DRAGON 324 


95 










CLASS ACTS 


by Richard Pocklington 



FLAWS FOR PALADINS 


e paladin faces the most blatantly obvious 
limitations of any class. High moral 
standards bind them and place many 
restrictions on their behavior. This sometimes 
makes roleplaying a paladin a rather 
straightforward affair, and as such, paladins 
are often a good choice for a beginning player 
who doesn't mind playing a cliche. While 
some of the paladin's moral limitations affect 
them in roleplaying situations, many more 
affect the paladin’s battlefield tactics. 

Flaws penalize a character in a specific 
way. Most of these flaws have obvious 
roleplaying consequences, but they also have 
game mechanics penalties. The concept of 
flaws first appeared in Unearthed Arcana , 
but you don't need that book to use the flaws 
presented here. A character may only take 
up to two flaws, and they must be selected 
at 1st level. For each flaw you take, your 
character may select an additional feat. 

Thus, a 1st level human character with two 
flaws may take four feats. 

Although designed specifically with 
paladins in mind, other characters may select 
from these flaws if they meet the appropriate 
prerequisites, 

CHIVALROUS COURTESY 

You despise raising your hand against 
creatures of the opposite gender. 

Prerequisite; Good or lawful alignment. 
Effect: You suffer a -4 penalty on attack 
rolls to hit a creature you can tell is of the 
opposite gender, 

CODE OF mi 

Trained to only kill other armed warriors, you 
hesitate when attacking unarmed opponents. 
Prerequisite: Good or lawful alignment. 
Effect; You suffer a -4 penalty on attack 
rolls made against an enemy not armed with 
a melee weapon. If the enemy uses a natural 
attack against you, you may then attack it 
without penalty. 

HONORABLE CHALLENGE 

You only cross amis with foes who willingly 
engage you. 

Prerequisite: Lawful alignment. 


Effect: You suffer a -4 penalty on attack 
rolls against creatures that have not explicitly 
challenged you or made an attack against 
you. For the purposes of this feat, an attack 
against you includes any action that would 
end an mmibility spell (see page 245 of the 
Player's Handbook). 

HONOR OF THE DUEL 

You strongly believe in one-on-one combat to 
decide a fight. 

Prerequisite: Good or lawful alignment. 
Effect; You must make a Will save (DC 
10 + your level) to attack a creature in a 
square threatened by one of its other foes, 

A successful save allows you to attack such 
a creature, albeit with a -2 penalty on your 
attack rolls. A failed save prohibits you from 
attacking that creature. 

MOUNTED WARRIOR 

You only feel comfortable fighting from 
the saddle. 

Prerequisite: Ride 1 rank. 

Effect: You suffer a -2 penalty on attack rolls 
made while not riding a mount. 

PRIDE OF ARMS 

You take great pride in knowing how to use 
weapons specifically designed for war. You 
consider all other weapons beneath your 
station and have allowed your training in them 
to atrophy. 

Prerequisite: Proficiency in all 
martial weapons. 

Effect; You suffer a -A penalty on all attack 
rolls made with exotic weapons, simple 
weapons, unarmed attacks, and touch attacks, 

SOLITARY PARAGON 

You prefer to fight alone. 

Effect; You gain no benefit from flanking a 
foe and instead suffer a -4 penalty on attack 
rolls made against a foe you flank. 

WARRIOR OF THE PHAM 

Trained to fight in a group, you have 
difficulties when fighting alone. 

Effect; You suffer a -4 penalty on attack rolls 
you make when not adjacent to an ally. ^ 


96 


DRAGON 324 October 2004 








by Paul Leach 



Ormans: 

WILD MOHK 


T he wild monk attains perfection by 
embracing the natural order. She learns 
from the ebb and flow of the seasons 
and the living land. She imitates the ways of 
animals—how they move, how they fight, and 
how they find their places in the world. As 
the wild monk grows in power, she assumes 
a number of druidic abilities. 

Wild monks do not congregate in 
monasteries as do normal monks. Instead, they 
gather in small communities, often in sacred or 
otherwise special natural locales. If they share 
territory with druids, wild monk communities 
usually stay on good terms with them. Like 
rangers, many wild monks serve with druids 
and aid them in defending nature. Although 
they often worship gods of nature or nature 
itself, some wild monks also revere tribal deities 
or the lawful deities of normal monks. 

The wild monk is a variant monk. Unless 
otherwise noted, a wild monk advances in 
the same manner as a monk (same Hit Die, 
base attack bonus, saving throw bonuses, 
skill points, and so on}. When a character 
elects to take a level of monk or wild monk, 
he may not later take levels in the other class. 
This prevents the character from gaining the 
benefits of a lst-level monk twice. 

Alignment; Wild monks must adhere to the 
discipline of the natural order. They may only 
be lawful neutral. 

CLUB SKILLS 

The wild monk's class skills (and the key 
ability for each skill) are Balance (Dex), Climb 
(Str), Concentration (Con), Craft (Int), Hide 
(Dex), Jump (Str), Knowledge (nature) (Int), 
Listen (Wis), Move Silently (Dex), Profession 
(Wis), Spot (Wis), Survival (Wis), Swim (Str), 
and Tumble (Dex), 

CLASS FEATURES 

The wild monk trades several monk class 
features for druid abilities as noted on die level 
progression table. The wild monk may freely 
multiclass with the druid class. If the character 


chooses any other multiclass option, she may 
not gain any more wild monk levels. 

Resist Nature's Lure (Ex): Starting at 3rd 
level die wild monk gains a +4 bonus on saving 
throws against the spell-like abilities of fey. 

WiJd Shape (Su): At 6th level, the wild monk 
gains the ability to turn herself into any Small 
or Medium animal and back again once per day 
This ability works exactly as the druid ability of 
the same name. The wild monk can use this 
ability more times per day at 8th r 10th, 14th, 

18th, and 20th level as noted on the wild monk 
advancement table, tn addition, she gains the 
ability to take the shape of a Large animal at 12th 
level a Tiny animal at 15th level and a Huge 
animal at 16th level. At 19th level, the wild monk 
becomes able to use wild shape to change into a 
Small Medium, or Large elemental once per day 

If a character has levels in both wild monk 
and druid, the wild shape abilities of each class 
act independendy of the other. Thus, an 11th- 
Ievel druid/9th-level wild monk could wild 
shape four times per day as a druid and take 
the form of any Tiny, Small Medium, or Large 
animal and she could wild shape twice per 
day as a wild monk and take the form of any 
Small or Medium animal. LT 


THE WILD MONK 

Level 

Special 

1st 

Flurry of blows, unarmed strike 

2nd 

Evasion 

3rd 

Resist nature's lure 

4th 

Ki strike (magic) 

5th 

Purity of body 

6th 

Wild shape (1 /day) 

7th 

Wholeness of body 

8th 

Wild shape (2/day) 

9th 

Improved evasion 

10th 

Kr strike (lawful), wild shape (3/day) 

11th 

Diamond body, greater flurry 

12th 

Wild shape (Large) 

13th 

Diamond soul 

14th 

Wild shape (4/day) 

15 th 

Wifd shape (Tiny) 

T 6th 

Ki strike (adamanite), wild shape (Huge) 

17th 

Timdess body, tongue of sun and moon 

ISth 

Wild shape (5/day) 

19th 

WiEd shape (elemental 1 /day) 

20th 

Perfect self, wild shape (6/day, elemental 2/day) 


October 2004 DRAGON 324 


97 















CLASS ACTS 


by Richard Pocklington 



FLAWS FOR BARDS 


r\ oleplaying die stereotypical lighthearted 
|C bard can be an enjoyable experience. Bards 
1 Visually act as the groups spokesperson, the 
“face” of die party, as their high Charisma and 
generally upbeat natures allow them to charm 
even the tersest NPC. Bards have access to a wide 
variety of skills, combat abilities, and spellcasting 
abilities. Thus, they do a little bit of everything 
as they advance in levels. However, not every 
bard is a skilled performer, expert spellcaster, 
knowledgeable scholar, and passable warrior. 

Many bards allow their brash and outgoing 
personalities to get in the way of their abilities, 
making them flawed performers at best. 

Flaws penalize a diaracter in a specific way. 

Most of these flaws have obvious roleplaying 
consequences, but they also have game mechanics 
penalties. The concept of flaws first appeared in 
Unearthed Arcana, but you don’t need that book to 
use the flaws presented here. A character may only 
take up to two flaws, and they must be selected at 
1st level. For each flaw you take, your character may 
select an additional feat. Thus, a lst-level human 
character with two flaws may take four feats. 

Although designed specifically with bards in 
mind, other characters may select from these 
flaws if they meet the appropriate prerequisites. 

ARCANE PERFORMER 

You depend upon your performance ability to 
aid in the casting of spells. 

Prerequisite: Ability to cast arcane spells 
without preparation, Perform 1 rank. 

Effect: In order to cast any spell, you must 
succeed at a Perform check (DC 10 + spell 
level). If you fail, you lose the spell. 


FOOL 

Your excessively lighthearted nature grates on 
your companions. 

Prerequisite: Bardic music. 

Effect: You lose the inspire courage, inspire 
competence, inspire greatness, and inspire 
heroics bardic music abilities. 

FRIVOLOUS PERFORMER 

Having focused your time on practicing and 
performing, you have gathered little useful 
information in your travels. 

Prerequisite: Bardic knowledge. 

Effect: You suffer a -10 penalty on all 
bardic knowledge checks. This penalty does 
not apply if the relevant knowledge involves 
the Perform skill in which you have the 
most ranks. For example, if you have the 
most ranks in Perform (wind instrument), 
you may use bardic knowledge without 
penalty to identify famous wind instruments, 
to remember facts about famous wind 1 
instrument players, or to identify places that 
make quality wind instruments. 

LOUDMOUTH 

You are a loud, obnoxious, boisterous, and 
compulsive talker. 

Effect: You suffer a -4 penalty on all 
Diplomacy and Move Silently checks. 

METICULOUS PERFORMER 

You get lost in your performances. 

Prerequisite: Bardic music. 

Effect: Initiating or maintaining any bardic 
music ability is a full-round action. 


BRRSH 

You move about without careful consideration 
of foes. 

Effect: You suffer a -6 penalty to your Armor 
Class against attacks of opportunity. 

COWARD 

In dangerous circumstances, you are likely to 
run away. 

Effect: You automatically fail all saves against fear 
effects. An ability that makes you immune to fear 
(such as becoming a 3rd-level paladin) instead grants 
you a saving throw, but at a -4 penalty on the save. 


TRIVIAL PERFORMER 

Your performance is lighthearted and has 
limited effect on others. 

Prerequisite: Bardic music. 

Effect: The save DC against your fascinate, 
suggestion, and mass suggestion abilities is half 
normal (rounded down). If you use the inspire 
courage, inspire greatness, or inspire heroics 
bardic music abilities, their benefits end as 
soon as you stop performing (rather than 
lasting for an additional 5 rounds), *2 


98 


DRAGON 324 October 2004 
















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PLAYER TIPS 


by Tracy Taylor 

TEAMWORK 


W hether it’s the player who brings 
a paladin into a chaotic neutral 
party, the wizard who spends 
each combat casting defensive spells 
only on himself, or the roleplayer who 
endangers the party and proclaims, 

“It's what my character would do,” 
an unthinking player can ruin the 
fun for everyone. In the world of 
roleplaying games, you can do anything 
imaginable, and no decision is wrong. 

A player can play a well-read bard 
in one game and an illiterate raging 
barbarian in the next. However, just 
because some decisions are possible, 
it doesn’t make them all good ideas. 
With freedom and choice come 
responsibility and the simple truth that 
some decisions are better than others. 

Fortunately though, most players 
genuinely want to play as an integral 
and contributing member of the 
group, making selfish characters and 
players relatively rare. A roleplaying 
game pools everyone’s unique talents, 
skills, and imagination to achieve a 
common goal. Victory in a roleplaying 
game requires that all the players band 
together to overcome the challenges 
the DM creates. The enjoyment of the 
entire group, including the DM, relies 
on every player remembering this and 
placing his or her personal aspirations 
second to doing what’s best for the 
group. Fortunately, by remembering 
a few simple concepts when creating 
a character and playing the game, you 
can ensure that individuality does not 
eclipse teamwork. 


Don't play the antiparty character. 
Take the time to find out what 
everyone else is playing and create a 
character that fits. If the party consists 
of neutral evil characters, rethink 
playing a paladin. While intraparty 
tension can make for interesting 
roleplaying opportunities, it is more 
likely to result in dissension and bad 
feelings. Many games crumble because 
of an antiparty character. 

Choose the right class. Do you 
like being the center of attention, or 
do you prefer to avoid the spotlight 
and contribute by helping others? 
Technically, any player can play any 
class, but some players prefer one or 
two classes more than others. If you 
prefer playing the mighty warrior, 
killing each monster with a piercing 
battle cry, then reconsider making a 
cleric or arcane spellcaster. Remember, 
though, playing a barbarian in one 
game doesn’t mean you can’t play a 
bard or sorcerer in the next. 

Know your character. It sounds 
basic, but this is one of most 
common mistakes. When it comes 
to your character, you have absolute 
control. You create him and make 
him as simple or as complex as 
you wish. Take the time to research 
his starting class. Figure out his 
strengths and weaknesses. Think of 
ways to use the former to help the 
party, while minimizing the latter. 
Does your character wear full plate, 
carry a shield, and have an Armor 
Class over 30? If so, he needs to 


provoke attacks of opportunity so the 
rogue can move in afterward and use 
her sneak attacks. Remember: If all 
the players play to the best of their 
characters’ abilities, the group as a 
whole stands a much better chance of 
succeeding—and surviving. 

Think tactically. Some players have 
a harder time with this than others. 
However, even the most tactically 
deficient player can overcome his 
handicap by asking two simple 
questions: “What is everyone else 
going to do?” and “How can I help?” 

If your barbarian goes first, you 
should probably have him wait for the 
wizard to cast fireball before rushing 
in. Likewise, your spellcaster probably 
shouldn’t put herself between the 
raging barbarian and the bad guys. 

Bad tactics are the leading cause of 
character deaths. 

Get off the bench, and get in the 
game. Don't forget, even after your 
favorite character has died a couple of 
times, that every round your character 
stays out of the combat, the rest of the 
party is shorthanded. Nothing, except 
maybe not paying attention, imperils a 
group more. 

Ask yourself: “How is my decision 
going to affect everyone else?” If the 
decision will likely create bad feelings 
among the other players or isn’t going 
to contribute to the current situation 
in a meaningful way, you should give 
it some more thought. Remember, a 
roleplaying game is all about working 
together as a team. 2 


100 


DRAGON 324 October 2004 







ADVENTURER TRICKS 


by Joshua Cole 

MAGIC TRAPS 


O vercome the pitfalls of 

dungeoneering with sorcery 
instead of skullduggery! Whether 
by intent or accident, a time comes in 
every adventuring band's career when 
all the rogues are out of commission 
and traps loom ahead; a time for new 
ideas, new methods, and more than 
a few saving throws. Fortunately, 
there's more than one way to skin a 
catoblepas—or to disarm a trap* 

WINING DANCERS 

Although rogues are the only class 
capable of finding and disarming 
magic traps without the use of magic, 
other classes can employ spells to 
search for and even disable all varieties 
of traps* I ndeed, a timely detect snares 
and pits can actually put the odds in a 
ranger's favor. The cleric's find traps 
spell has limited uses, but for a party 
without a rogue, it is invaluable. 

As the PCs reach higher levels and 
the traps become more magical, their 
options for discovering traps become 
more powerful. A few carefully worded 
augury, commune , or divination spells 
can provide dearer information, but 
their cost in spell slots make them 
most useful only when your party 
simply cannot survive another trap* 
Higher-level spells, such as legend 
lore, can reveal whether a particular 
opponent is known for using certain 
types of magic. For example, if the 
lich you face makes a habit of casting 
electricity-based spells, then electricity- 
based traps likely fill his tower. This 
knowledge allows you to prepare 
accordingly. Commune or contact other 


plane could conceivably provide better 
information, although the risks and 
costs associated with such spells make 
them less desirable choices* 

TAKING TOUR LICKS 

Spells like protection Jrom elements 
and aid can help the party's tougher 
characters endure the punishment 
inflicted by traps. Mage armor, skidd, 
stoneskin , and similar protective 
measures are ideal for countering a 
wide range of traps. 

Magic items can also help absorb 
trap damage. Any item that reduces 
or eliminates damage from fire works 
just as well against a fire-based trap as 
it does against a red dragon’s breath. 
In more general terms, a doaJt of 
resistance can potentially reduce a lot 
of trap damage, A character with a +3 
or +4 cloak of resistance has far less to 
fear from any magic trap that grants a 
saving throw (as most do). 

Alternatively, you can avoid trap 
damage entirely using spells like 
dimension door, passwall , teleport , 
and even relatively simple spells like 
levitate and spider climb. Pressure 
plates on the floor are unlikely to 
harm a party that never touches the 
ground, and swinging blades and dart 
traps set low in the dungeon won’t 
prove dangerous either, 

DETECTING MAGIC TRAPS 

At first glance, rogues seem essential to 
finding magic traps. They're not. 

In fact, most parties that have a 
rogue shouldn't waste time dealing 
with Search checks in each room* 


Why not? 

Detect magic should locate every 
magic trap in a room or corridor. Every 
spelkaster with cantrips and orisons 
has access to it* Most spell casters 
should use the majority of their 
available 0-level spells on detect magic. 

Granted, the caster might not know 
the exact nature of the aura his detect 
magic reveals, but with a little common 
sense, the player can usually guess if 
if s a trap or not. The glowering eye in 
the statue of Gruumsh that stands over 
the ores' treasure and has a magic aura 
should draw more attention to itself 
than the ore warchief s magic sword, as 
the eye is liable to fire off a ray or two at 
the unwary. 

Once your party's spellcasters have 
discovered a magic trap, getting rid of 
it shouldn't be exceptionally difficult. In 
many cases, dispel magic can eliminate 
a magic trap faster, easier, and safer 
than a rogue could by himself. A 
party without a rogue should invest in 
several wands of dispel magic to avoid 
using up the party's stores of valuable 
3rd-level spells* In fact, even a party 
with a rogue—preferably with a high 
Use Magic Device bonus—should 
carry at least one such wand to save 
the rogue from the dangers of rolling 
poorly when disabling a trap. 

Finally, higher-level spells, like 
Mordenkaineris disjunction and 
antimagic field , eliminate any magic 
trap of less than artifact level* Of 
course, if your party infiltrates a 
dungeon with ttaps made from 
artifacts, you might want to rethink 
going in without a rogue *,, or at all! C 


October 2004 DRAGON 324 








SAGE ADVICE 


by Andy Collins 



This month, the sage delves into questions regarding divine spells and the 
characters who cast them. Send your questions to sageadvice@paizo.com. 


If a cleric’s turning check results 
in 0 being the Hit Dice of the most 
powerful undead affected, does that 
mean the cleric’s turn attempt failed, or 
is 1 HD always the minimum? 

There is no minimum HD result for a 
turning check. If a lst-level cleric rolls a 
total turning check of 9 or less , he can’t 
turn any undead (since the most powerful 
undead affected would be 0 HD). In 
general, unless the rules specifically state 
that a minimum value exists, it doesn’t. 

How do I know when my cleric can 
prepare spells? Does he need to rest first? 

Divine spel/casters who prepare spells 
(such as clerics and druids) choose and 
prepare their spells at a particular time of 
day. Unless the character's deity or faith 
specifies a particular time, the character 
chooses his spell preparation time when 
he first gains the ability to cast divine 
spells. Dawn, dusk, noon, and midnight 
are common choices. If some event 
prevents the character from praying for 
his spells at the proper time, he must do 


so as soon as possible or else wait until 
the next day to prepare his spells. Unlike 
wizards, divine spellcasters need not rest 
before preparing spells. 

How does a favored soul or other 
spontaneous divine spellcaster ready 
his spells for the day? 

Favored souls, shugenjas, 
spirit shamans, and other purely 
spontaneous divine spellcasters ready 
spells each day just as sorcerers do. 

They require 8 hours of rest beforehand 
and 15 minutes of concentration. 

My DM says that my cleric has to drop his 
momingstar to cast spells. Is he right? 

Yes and no. To cast a spell with a 
somatic (S) component, you must gesture 
freely with at least one hand (see the 
Player’s Handbook, page 140). A cleric 
(or any caster, for that matter) who holds 
a weapon in one hand and wears a heavy 
shield on the other arm doesn’t have a 
hand free to cast a spell with a somatic 
component (which includes most spells in 


the game). To cast such a spell, a character 
with a heavy shield and weapon must 
either drop or sheathe his weapon. 

Another simple option is for the cleric 
to carry a buckler or light shield instead 
of a heavy shield. The buckler leaves one 
hand free for spellcasting, and you don’t 
even lose the buckler's shield bonus 
to AC when casting with that hand. 

The light shield doesn’t give you a free 
hand for spellcasting, but since you can 
hold an item in the same hand that 
holds the light shield, you could switch 
your weapon to that hand to free up 
a hand for spellcasting. (You can’t use 
the weapon while it’s held in the some 
hand as your shield, of course.) The 
rules don’t state what type of action is 
required to switch hands on a weapon, 
but it seems reasonable to assume that 
it’s the equivalent of drawing a weapon 
(a move action that doesn’t provoke 
attacks of opportunity). 

Can my cleric of Pelor activate a wand 
of holy smite if he doesn't have the Good 


102 


DRAGON 324 October 2004 







domain? After all, it's on his deity's list 
of domain spells, so that's the same as 
being on my character's spell list, right? 

Your character 's domain spelts are 
treated as being on your class spell list for 
the purpose of using wands, scrolls f and 
similar items, but that only applies to 
spells in domains that your character has 
actually chosen. If you haven't selected the 
domain as one of your two domains, the 
spells of that domain aren't considered on 
your spell list (unless they're already on 
y our spell list from your class, such as aid, 
which is on all clerics' spell lists and not 
just the spell lists of clerics with the Good 
or Luck domain), 

Is the sacred fist (a prestige class 
found in Complete Divine) supposed 
to wear armor? None of the class 
abilities are inhibited by wearing light 
armor, and as long as he's wearing 
armor, he might as well carry a 
shield, too, since he'd only be losing 
the class's AC bonus. 

The sacred fist can wear light armor. 
Whether or not a specific sacred fist weucs 
light armor depends on what class features 
he might have from other classes. For 
instance , a sacred fist with monk levels (a 
strong likelihood) gives up his AC bonuses 
(including his Wisdom bonus to AC), his 
flurry of Mow*, and his fast movement 
when wearing light armor. Still, for a 
sacred fist with only one or two monk 
levels, that might be worthwhile — h/s light 
armor's AC bonus might make up for the 
lost AC bonuses from the monk class , and 
he hasn't yet gained a speed bonus , 

Whether the sacred fist benefits from 
carrying a shield depends on the character. 
Some sacred fists might prefer having 
their off hand free (such as for climbing). 
Also, a sacred fist's AC bonus applies even 
against touch attacks, while a shield's 
bonus to AC does not. 

The description of the Divine 
Metamagic feat (from Complete Divine) 
says the feat applies to divine spells, 
without explicitly excluding arcane 
spells. Does it work with divine spells 
only, or with both divine and arcane 
spells? For example, can a wizard 
that also has cleric levels use Divine 
Metamagic to enhance his arcane spells? 


The feat only works on divine spells. The 
flavor text suggests this and the benefit 
should state this clearly , 

Can a cleric with the Divine Metamagic 
feat apply a m eta magic effect to a spell 
whose level would ordinarily be too 
high to gain the metamagic effect from 
his metamagic feat? 

Yes. Applying a metamagic effect in 
this manner has no effect on the spell's 
level. For example, a 9th-f eve i cleric with 
Divine Meta magic (Empower Spell) 
could spend four turn/rebuke undead 
attempts to empower a flame strike 
spell, even though empowered flame 
strike would normally require an 8tb 
level spell slot to cast. 

Some of the spells in Complete Divine 
refer to the Ocean domain, but that 
domain doesrtt appear in the book. 

How can my character use these spells? 

Both maelstrom and waterspout 
originally appeared in the Forgotten 
Realms Campaign Setting, which 
included the Ocean domain for several 
deities of that setting. In another DefD 
game, you can either ignore these spells 
or add them os druid spells of the same 
level (8th and 7th, respectively). For tidal 
surge, simply ignore the Ocean domain 
listing (it was added inadvertently) and 
use only the "Dmid 6" //sting. 

The unyielding roots spell (from 
Complete Divine) anchors the 
recipient, making it impossible for 
him to move from his space. The 
flanking rules are based on the lack of 
facing in the game, but they presume 
that a creature is always turning to 
deal with adjacent attackers. Should 
the immobility imbued by this spell 
also make it easier for a creature to 
flank the recipient, as the recipient 
cannot move to face the attacker? 

A creature under the effect of 
unyielding roots is just as vulnerable 
to flanking as any other creature , but 
no more so. There are a whole category 
of immobilizing spells and effects, such 
as hold person, that would appear to 
create similar situations, but these effects 
don’t alter the fundamentally abstract 
nature of DtJfD combat. 


On the other hand, if you're using 
the Combat Facing variant found in 
Unearthed Arcana, the unyielding roots 
spell could create some interesting tactical 
limitations for the recipient 

The vigor series of spells (found in 
Complete Divine) raise an interesting 
question. Does the built-in 
maximum duration of each spell 
limitation override the effect of the 
Extend Spell feat? 

Ye$. Extend Spell still increases 
the spell's duration, but only up to a 
maximum of the spell's listed maximum 
duration. Use either the normal 
maximum duration or the doubled 
duration t whichever is less. If a 7th-level 
druid used Extend Spell on her vigor 
spell t the duration could not increase 
beyond 25 rounds. 

The mass lesser vigor spell has a 
fixed range of 20 ft,, which makes 
it eligible for the revised Persistent 
Spell feat in Players Guide to 
Faerun , Does that mean a 17th- 
level druid could use a 9th-level 
spell slot to give nine creatures fast 
healing 1 for 24 hours, or does the 
built-in limit of 25 rounds make 
that pointless? 

Unlike Extend Spell , Persistent Spell 
replaces a spell's normal duration with 
a new duration of 24 hours , In this case t 
the effect overrides the normal maximum 
duration of the spell, so it would indeed 
grant nine creatures fast healing 1 for 
24 hours (a pretty reasonable effect for a 
9th-level spell). 

What is Tharizduris favored weapon? 
Complete Divine says ifs "check toee,” 
but I don't know what that is. 

That's a developer's note to “check 
[Fharizdun's entry in Return to the/ 
Temple of Elemental Evil "for the proper 
weapon. As the adventure tells us, the 
favored weapon ofThariidun's priesthood 
is the (curved) dagger. 

I have a monk with the Vow of 
Poverty feat from Book of Exalted 
Deeds. Does the Exalted Strike bonus 
apply to grapple, sunder, disarm, and 
trip attempts? 


October 2004 DRAGON 324 


103 




SAGE ADVICE 


The exalted strike bonus gained by a character who has taken 
Vow of Poverty applies only on attack and damage rolls. Unless 
someth mg is described as an attack roll or a damage roll, the 
bonus doesn't apply. 

The touch attack made to start a grapple is an attack roll (so 
the bonus would apply to this roll), but a grapple check is not an 
attack roll, and thus the bonus wouldn't apply on the grapple 
check , Likewise, the touch attack made to start a trip attack 
would gain the bonus, but the Strength check you make to trip 
the defender is not an attack roll and wouldn't gain the bonus. 

To attempt a disarm attack ora sunder attack, you make an 
attack roll opposed by the defender's attack roll, so the exalted 
strike bonus would apply. 

How do the equipment restrictions put on a character by 
the Vow of Poverty feat affect class-defining items [in other 
words, a clerics holy symbol, wizard's familiar, samurai's 
daisho, paladin's mount, and so on)? 

The Vow of Poverty feat /s very specific about the /terns that 
a character can own while gaining the benefits of the feat (see 
page 48 in Book of Exalted Deeds for details). It specifically 
disallows ownership of masterwork or magic weapons t and thus 
a samurai who chooses this feat must give up his daisho (his 
pair of masterwork weapons). A holy symbol does not appear 
on the list of eligible /terns, and thus a strict reading of the feat 
would disallow the item . A familiar, special mount, or animal 
companion isn't a material possession, and thus a character 
with Vow of Poverty isn’t restricted from gaining the benefits of 
such creatures ♦ 

Remember that the Vow of Poverty feat, like most of the 
material found in Book of Exalted Deeds, rs intended for mature 
campaigns that are capable of handling difficult roleplaying 
issues. A cleric who must give up his holy symbol (effectively 
preventing him from turning undead or casting any spell that 
requires a divine focus) could be a very interesting challenge fora 
player who wants to try something unusual. 



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Can the holy touch power of the saint template from Book 
of Exalted Deeds deal nonlethal damage? if not T can my saint 
choose not to deal holy damage, in instances where he would 
rather subdue a foe than kill it? 

The saint can't choose for his holy touch damage to deal 
nonlethal damage, just like a fighter wielding a +1 flaming 
longs word can't choose for the fire damage to be nonlethal 
(even if the base weapon damage is nonlethal). The saint 
can't turn off this power (in general, special abilities that don’t 
involve activation can’t be turned off). 2 


SehFi Book Club 
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105 




































COUP DE GRACE 


by Andy Collins, 

Developer for Roleplaying Rc(D at 
Wizards of the Coast 


DEVELOPMENT: 
MAKING DAD WORK 


E verybody understands what 

designers and editors do for a D&D 
product, but the concept of dedicated 
developers is less common in the RPG 
industry than in the computer game or 
trading card game (TCG) industries. 

For Wizards of the Coast, the RPG 
development team represents a new (and 
still evolving) segment of the process of 
bringing an RPG product from concept 
to shelf. 

The RPG development team first 
appeared in a form resembling its cur¬ 
rent incarnation in the spring of 2003. 
Led by Andrew Finch (a veteran of 
Wizards of the Coast R&D), the team 
melded the RPG design experience of 
Richard Baker (who's worked on just 
about every TSR and Wizards of the 
Coast RPG line over the last 10 years) 
with the game development expertise of 
Michael Donais (previously a TCG devel¬ 
oper with Wizards of the Coast). 

Together, these three took on the 
responsibility of evaluating D&D manu¬ 
scripts as they came out of design, focus¬ 
ing most closely on the game mechanics 
in each product. The goal: to approach 
the RPG creation process with some 
of the rigorous attention to mechanical 
details common to TCG creation. Ideally, 
this would allow designers to approach 
each new project with unfettered cre¬ 
ativity without bogging down in details 
of execution. In turn, the editors could 
focus on issues of style, presentation, 
clarity of language, and so on, without 
simultaneously having to worry about 
evaluating every game mechanic for its 
impact on the game. As an added benefit, 


this central workshop for D&D develop¬ 
ment would help prevent unnecessary 
parallel design, ensuring that each book 
had the right mix of the game system's 
mechanics. As the library of D&D prod¬ 
ucts continued to grow, the importance 
of that role became increasingly clear. 

Today, Jesse Decker, who brings 
experience both as a game designer 
and as the former editor-in-chief of 
Dragon , leads the RPG development 
team that includes Michael Donais, 

Rob Watkins, and myself. 

WHAT IS RPC DEYEIOPMENF 

The process of developing an RPG 
owes a lot to what Wizards of the 
Coast's R&D learned about designing 
and developing trading card games 
over the last 10 years. The developers 
evaluate each new mechanical concept 
presented by the designers—such as a 
prestige class, magic item, monster, or 
new game rule—and adjust the execu¬ 
tion of that concept (the way it works 
in the game) until it meets the desired 
criteria. For a new spell, this includes 
(among other things) ensuring it's 
available to the right class, its effects 
are in line with other spells of the same 
level, and that it works appropriately 
within the rules of the game. 

When examining new options for 
existing in-game systems (such as spells 
or prestige classes), the development pro¬ 
cess focuses on comparing new mechan¬ 
ics to existing ones. This ensures that 
new mechanics are balanced with those 
that already exist, and it prevents overlap 
with materials already in the game. 



For entirely new rules, the develop¬ 
ment team has a bigger chore: evalu¬ 
ating their impact on the game. The 
revised psionics rules in the Expanded 
Psionics Handbook and the substitu¬ 
tion-level mechanic introduced in the 
Planar Handbook benefited from this 
type of development. In such cases, the 
developers aim to take strong mechani¬ 
cal concepts from the designers and 
fine-tune them to deliver a solid gam¬ 
ing experience. 

The biggest challenge facing the mem¬ 
bers of the development team is priori¬ 
tization. From day one, it became clear 
the team couldn't afford to give every 
RPG product a full-fledged development 
phase. Early on, the development team 
had to take an opportunistic approach, 
stealing a week here or a couple days 
there to work on the most crucial prod¬ 
ucts between the designer's deadline 
and the start of the editor's work. Slowly 
but surely, as later schedules were built 
and the development team grew in size, 
it could evaluate more products, and it 
gained more time on each one. Today, 
the development team spends up to 
six weeks on each RPG product that it 
reviews. Although not every RPG product 
gets the same amount of attention, the 
majority of books that bear the D&D 
logo (and virtually 100% of the core D&D 
products) go through this process. 

That's a brief look at the development 
process, but hopefully it gives you some 
insight into the ways Wizards of the 
Coast R&D continues to evolve to meet 
the challenges of creating the best RPG 
products and experiences possible. 2 


106 


DRAGON 324 October 2004 







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